News Gamescom 2016: Day Three - Complete

Well, you can go all the way back to games like the first 'Mass Effect' for titles which had landing on a multitude of surface environments and even weather types (both in vehicles and walking around on foot).
 
Instand movement of ships... First thought, nice, second thought, wait a minute... This could be heavily exploited... To be realistic as long as I dont know exactly how expensive it will be I cant judge this.
to move a fighter ship with only 12ly jump range f. E. 200ly away, right now I need appr. 20 jumps + fuel scooping, 20-40 minutes ? Or you take your ASP make it in 6 jumps, no fuel scooping, and move (Scoty beam me up) your ship to that station by spending 1 million.
If the movement is instantly the only way to control exploiting this feature is by making it very expensive to move high value ships over big distances.
Lets assume that far away station like Jakes or Maia will NOT have this service at all. Perhaps it will be available only in the bubble.

Agree with cost element, two issues with this. If its too cheap then its definitely game breaking, but if its too expensive then its pointless, and will only benefit those with the time to amass lots of money. If that's the case, it will not benefit those would don't like to grind. So, if they are going to do, it has to be on the very high price side.

However, this would then be a mechanic that is unbalanced. The best alternative is to have a reasonable cost, for a reasonable delay. I don't however get the times people are quoting here.

Assuming the mechanic was set as instantaneous because programming time delay based on FSD range of your ship would be far too complicated. One sensible way to manage the time delay could then be something like 2 mins + 1s per lightyear.

E.g. Time for intra-system travel and docking is approx 2 minutes. A 30ly jump in an asp takes approx. 40s

Example times would then be:

50lys = 2min 50s
200ly = 5mins 20s
500ly = 10min 20s

All reasonable times

22,000ly = 6 hours

Obviously costs would then have to depend on distance.

All other updates are great, but I would also like to see the passenger ships used as cruise liners too. E.g. Pick up a large group of people (possibly including, but not exclusively, VIPs), explore several tourists spots, before returning them back to the pick-up system. Starship Titanic springs to mind!
 
It's not just those who don't like to grind, it's those who don't have time to grind.

If the cost is set too high it'll just be another addition which pushes the game towards a two tier system. Those who can spend as much time as they want in this game who can use all the game mechanics and those who are gaming time limited who become the second class citizen in the game who can't experience what they have paid for properly.
 
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Instand movement of ships... First thought, nice, second thought, wait a minute... This could be heavily exploited... To be realistic as long as I dont know exactly how expensive it will be I cant judge this. to move a fighter ship with only 12ly jump range f. E. 200ly away, right now I need appr. 20 jumps + fuel scooping, 20-40 minutes ? Or you take your ASP make it in 6 jumps, no fuel scooping, and move (Scoty beam me up) your ship to that station by spending 1 million.
If the movement is instantly the only way to control exploiting this feature is by making it very expensive to move high value ships over big distances.
Lets assume that far away station like Jakes or Maia will NOT have this service at all. Perhaps it will be available only in the bubble.
At the moment I am taking on assassination missions for 2M per go. Every time they are the same. Go to system X. Wait and kick around for 30mins until the target shows up at the appointed time. Destroy it. At first I thought this was slow, and 30mins in a game I play for 2hrs max is a waste of time. But it forced me to have to do other things, like exploring planets. I think 20 to 40mins is ok for waiting around as a penalty, because for one thing, if your ship is not fitted with a fuel scoop or extra fuel tanks, the ship would have to dock at systems just to fuel up.

Say for example I had an FDL parked at Diaguandri, able to travel 8 light years per jump but refitted with the cheapest kit. Now I take my 40lys Asp to anywhere in the galaxy and instantly transport the ship. This would save 40 or maybe 100 jumps. Imagine I have a type-9 fitted with lots of cargo space, and I go out to the nearest station around meta-alloy sites and simply beam in a bulk cruiser that would have taken 2 or 3 hours to get there, and fill my ship.

At least if there was a delay per light year, and an ETA on screen, it would mean there are no cheap exploits to zip to hot places with the best gear in seconds. If players have a billion credits then they can afford to buy a brand new ship from scratch.

I dont think the cost should be so expensive that only top players can afford to order their ships around the galaxy. Most places can be accessed within a few hours in real time, so its not like these delivery drivers couldnt fit lots of trips into one working day, so they dont need to cost so much. I think shipping delivery from galaxy end to end should be around 500k, and take an hour. Sol to the edge or half galaxy distance would be 250k and take 30mins. A short delivery to the next system or close by could arrive in 60 or 120 seconds or so - which is still faster than normal e.g. : getting out of the dock, going out of range, jumping, and coming in from the star, and landing at the destination manually.

It still doesnt get away from the fact I need to dump my cargo to enter a combat zone or a res safely, so I havent been in a heavy combat since 2.0. This is the main reason it dosnt matter what ship you beam in, you still have to dump your articulation motors and modular terminals.
 
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I am sorry, but the "I don't have time" discussion is insulting. Why should a lack of time mean that somehow you are a "second class citizen"?? What you purchased was a SPACE SIM, not an arcade game. I am simply saying that there should not be pandering to the "insta-gratification" crowd. Adding a summoning cooldown is both rational and reasonable in this instance. Space is big...really big and it rational and reasonable to expect that if one travels dozens of light years there is going to be a delay in recalling your ship or module from across the galaxy. Why even bother with a real-time clock in ED if not to remind everyone that time is a universal constant that cannot and should not be ignored.
 
I am sorry, but the "I don't have time" discussion is insulting. Why should a lack of time mean that somehow you are a "second class citizen"?? What you purchased was a SPACE SIM, not an arcade game. I am simply saying that there should not be pandering to the "insta-gratification" crowd. Adding a summoning cooldown is both rational and reasonable in this instance. Space is big...really big and it rational and reasonable to expect that if one travels dozens of light years there is going to be a delay in recalling your ship or module from across the galaxy. Why even bother with a real-time clock in ED if not to remind everyone that time is a universal constant that cannot and should not be ignored.
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Oh yes, but “I’m not interested in what I will do, but I’m staring in what could other people do” is not insulting… Mind your own business ladies; don’t you have your own balls to play with? :D
 
Funny, how many people come with the "casual" thingy... I play the game sporadicaly (sometimes way more, sometimes minutes a day).

I could live with Rearm , Refuel and Cargo time if we an see your ship being repaired refueled and rearmed (that would be         cool)...

ALSO this would create a sense of Danger when in battle you know that you can survive the battle but being in it can cause you to lose time on repairs and rearming (refuel should be fast because of fuelscoop is already fast)

So we would see player having to leave repairs and rearms to their last action of the day, when you do the LAST dock and leave the ship for repairs...

Also this should be progessive since a cobra /viper and winders should be easier and faster to repair than an anaconda python corvette...

Also would make sense to have multiple ships in this situation because you could leave one repairing and get another ship to do another things!
 
At the moment I am taking on assassination missions for 2M per go. Every time they are the same. Go to system X. Wait and kick around for 30mins until the target shows up at the appointed time. Destroy it. At first I thought this was slow, and 30mins in a game I play for 2hrs max is a waste of time. But it forced me to have to do other things, like exploring planets. I think 20 to 40mins is ok for waiting around as a penalty, because for one thing, if your ship is not fitted with a fuel scoop or extra fuel tanks, the ship would have to dock at systems just to fuel up.

Say for example I had an FDL parked at Diaguandri, able to travel 8 light years per jump but refitted with the cheapest kit. Now I take my 40lys Asp to anywhere in the galaxy and instantly transport the ship. This would save 40 or maybe 100 jumps. Imagine I have a type-9 fitted with lots of cargo space, and I go out to the nearest station around meta-alloy sites and simply beam in a bulk cruiser that would have taken 2 or 3 hours to get there, and fill my ship.

At least if there was a delay per light year, and an ETA on screen, it would mean there are no cheap exploits to zip to hot places with the best gear in seconds. If players have a billion credits then they can afford to buy a brand new ship from scratch.

I dont think the cost should be so expensive that only top players can afford to order their ships around the galaxy. Most places can be accessed within a few hours in real time, so its not like these delivery drivers couldnt fit lots of trips into one working day, so they dont need to cost so much. I think shipping delivery from galaxy end to end should be around 500k, and take an hour. Sol to the edge or half galaxy distance would be 250k and take 30mins. A short delivery to the next system or close by could arrive in 60 or 120 seconds or so - which is still faster than normal e.g. : getting out of the dock, going out of range, jumping, and coming in from the star, and landing at the destination manually.

It still doesnt get away from the fact I need to dump my cargo to enter a combat zone or a res safely, so I havent been in a heavy combat since 2.0. This is the main reason it dosnt matter what ship you beam in, you still have to dump your articulation motors and modular terminals.

if modelling a possible delay in ship delivery you can take the game's mechanics into account. An anaconda has a 40 Ly range at max. Lets take this to have a factor for counting jumps.
So e.g 200 ly : 40 = 5 jumps . Experienced pilots are taking a jump by45 seconds. So 45 * 5 = 145 second jump add 120 start secquence and 120 land sequence = 385 secs or about 7 minutes
to get a ship 200 ly away. Time will increase over distance. The pricepoint currently is rather high but because of instant delivery ok. Makes you to think a little if you need it.

Nontheless I would prefer a timing delay in delivery and above sample is a possible solution. But FD Devs need to take the balancing and they currently may have their reason to do it instantly.

Regards,
Miklos
 
As a time poor, casual player myself, I think Insta-transport is a load of rubbish, & the excuses used to defend it are equally rubbish. Now, I don't mind a few liberties being taken with refuelling, repairing, re-arming and cargo loading.....in the interests of game-play (though I hope that passengers will take a bit more time to load than cargo) but, seriously, how is a mere 5 minute-90 minute wait for your ship to arrive going to negatively impact you? It's not like you can't be doing other things in the meantime until it turns up.

Its not even its personal impacts on me that bother me (which is very little), but how it potentially ruins all the fine balancing of FSD ranges that has occurred over the last few years. The ability to move a low range ship from one side of the bubble to the other is going to be a massive exploit, and the kind of grinders who demand this kind of instant gratification are not going to be phased by the cost, as their grinding has pushed their accounts into the hundreds of millions of credits territory anyway.

As much as the damage to immersion bugs me (I seriously don't see how they can "hand-wavium" away this one in the lore), I'd probably be willing to tolerate instant transport *if* there were some very strict limits placed on it-both in terms of a maximum range based on ship type, and a limit of one ship every 24 hours.
 
What this game needs is a "Full Immersion Mode" in the options. When it's on, ship transfer takes hours and ship repair takes days. Loading cargo takes forever too. If you die in space you have to wait till a kind NPC stumbles across your escape pod and ferries you back to a station. Die outside the bubble and you may as well clear save. And there's a material limit of 50, which is about how many mineral samples you can fit in a backpack. :p

...Am I the only one who thinks this would be kinda cool?
 
What this game needs is a "Full Immersion Mode" in the options. When it's on, ship transfer takes hours and ship repair takes days. Loading cargo takes forever too. If you die in space you have to wait till a kind NPC stumbles across your escape pod and ferries you back to a station. Die outside the bubble and you may as well clear save. And there's a material limit of 50, which is about how many mineral samples you can fit in a backpack. :p

...Am I the only one who thinks this would be kinda cool?

luckly for us all, yes.

No seriously mate: I hate those Ideas but if Fd would go along that road, giving more options to people like you, they shoulf really give player the ability toenable or disable it.
 
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luckly for us all, yes.

No seriously mate: I hate those Ideas but if Fd would go along that road, giving more options to people like you, they shoulf really give player the ability toenable or disable it.

No seriously mate: I rly think it was second degree... ^^;

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if modelling a possible delay in ship delivery you can take the game's mechanics into account. An anaconda has a 40 Ly range at max. Lets take this to have a factor for counting jumps.
So e.g 200 ly : 40 = 5 jumps . Experienced pilots are taking a jump by45 seconds. So 45 * 5 = 145 second jump add 120 start secquence and 120 land sequence = 385 secs or about 7 minutes
to get a ship 200 ly away. Time will increase over distance. The pricepoint currently is rather high but because of instant delivery ok. Makes you to think a little if you need it.

Nontheless I would prefer a timing delay in delivery and above sample is a possible solution. But FD Devs need to take the balancing and they currently may have their reason to do it instantly.



Regards,
Miklos

I agree you with the time needed to deliver ship from the distance. Plus it wouldn't simply give advandage to pilots with a lot of credits, limit exploits and keep game mechanics untouch and without the strange paradox that would come along.
 
Looking through the arguments on this thread and also the poll, I have to say i'm surprised by so many people supporting insta transfer. Their arguments are mostly lack of game time and not willing to wait, but according to them, why bother going into SC at all and taking the trip to stations like HUTTON ORBITAL or others which are 500 000 Ls from the entry point. With their arguments they could make travel within system also instant. Just plot a route to a station and 'bam' you're there. Pick up a mission, plot route, jump and you're greeted by the Traffic control.
 
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Just throwing my hat in the ring and saying I don't really want instant transportation.

I'm not suggesting it needs to be super slow or anything, but it should take a certain amount of time.

Perhaps if the shipyard you are in has the ship you want, it's instant, as they just fit a ship in stock as your one was fitted (I wouldn't worry too much about modules, you just get those even if not present/are engineer modded). If not, then you need to wait for the transportation, which should be fast enough, but still not instant.
 
Seriously, making the insta delivery more of a pain in the neck is not what this game needs. Players are not their characters. For a player, waiting for even 30mn is not the same as our sim character would do.
Why make the _player_ wait for some time in a game where it is already badly used in so many aspects ? Making it a litle more cinematographic en enjoyable per minute wouldn't hurt.

There are still dozens of immersion breaking things, flawed game mechanics, and ANNOYING things in this game that seriously hamper our game experience. And Dev time would be way better spend on these.

If you guys think this break your pleasure to have the ship instantly brought to you, just role play wait for 12 hours (set your own amount) before using them, you already keep going with worse than this in this game, and please let Frontier People focus on things actually improving the game.
And PLEASE, as for once, a feature does not turn into a grind or RNG, do not discourage the devs from it ! (Even the more so as you can work around what you dislike by just waiting).

Dear FD crew, thanks for all these improvements and new ways to add to our enjoyable+rewarding per time spent in the game, these will be more welcome than the average forum noise might suggest at times.
 
Looking through the arguments on this thread and also the poll, I have to say i'm surprised by so many people supporting insta transfer. Their arguments are mostly lack of game time and not willing to wait, but according to them, why bother going into SC at all and taking the trip to stations like HUTTON ORBITAL or others which are 500 000 Ls from the entry point. With their arguments they could make travel within system also instant. Just plot a route to a station and 'bam' you're there. Pick up a mission, plot route, jump and you're greeted by the Traffic control.

I'm not for instant transfer of ships, but neither am I for some of the times nor costs suggested here. A balance needs to be struck. Your extension to this for missions etc is daft, this isn't what it's about.

I'm lucky if I can have more than a couple of hours gaming so why should I spend that entire time waiting for a ship to appear? I could go and get it myself in less time. If you can go collect it in less time then no one will use the function. I would however like there to be some level of risk when you transport a ship, maybe it arrives damaged or the pilot used for the transfer has collected some fines for you on the way, would make it a bit more interesting.

If people want more realism then I suggest they apply their own time penalties.

As for those who complain it's not simulation enough then I'd also suggest that for example if they lose their ship in combat they should roll a dice to see if they survived the explosion and delete the game if they did not. Then roll again to see if they make it back to a space station (plenty of escape capsules floating around out there), then again to see how long the journey took.... It's a game and balances need to be made to make it such. Instant repair of ships, "sorry, can't fit you in till next week as the 3D printers and repair bots are busy till then" anyone?
 
Otherwise how do you explain the possibility of instant transport ? Teleport pads ? Then why can't we use them instead of flying to other stations ?

Its rather simple really. Ship models are standard. This works like a bank - you can desposit your ship anywhere, and withdraw it from anywhere. They simply rebuild your ship in location Y and sell the one in Location X. No teleportation, no magic.
 
I just post this to let FD know, I am one of those who, as a casual, not so frequent player, do not want this insta-transportation feature at all. It's way too immersion breaking. Instead, ship transportation should be "realistic", that means, it should take as much time as it would take you to travel the distance with that specific ship (taking in consideration FSD-range, route and so on) and maybe a quarter to half an hour in addition for the transmitting time of your order and finding a guy to actually fly the ship from A to B.
 
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