Instant Transfer: Practical Effects

As someone pointed out on Reddit:

I think the reason they need instant ship transfer is to do with upcoming multi crew (in 2.3).
Think about it... your friend meets you in the station, you transfer to his ship leaving your ship behind.
You guys are now both in his ship.
He flies across to somewhere else stops at a different station and realises he needs to log off to go to sleep. You are now stuck. Realistic = Yes .. Fun = No.
So having instant ship transfers mean you can resume play.
 
My thoughts exactly. I think playing in open will become a complete farce, as there are just too many ways instant transfer will be able to be abused like that.

Adding on to the pirate example, if someone is out to player kill anyone in general, as soon as they spot a incoming target, they basically have the power to call in from anywhere in the galaxy just the perfectly fitted ship they have to counter whatever ship they see the target is flying.

Target flying a Eagle? Can just call in the speed modded Imp Courier to run them down. Target in a Vulture? can call in the FDL can deal with that. Target is in a Dropship? No problem, the Python can come to take that down! Having the ability to instantly call in the perfect counter to whatever any opponent could be flying anywhere in the galaxy like that is basically an I-Win button.

He was being sarcastic, what you describe is impossible.

You can't balance it with money when people in this game have billions of credits because it would mean putting the price at a level which means it no longer lower entry barriers for taking parts in these events. Which is one of the reasons Frontier wants to include this feature into the game.

The way you could do it, is put a limit on the number of times a ship can be copied but that would have to be a fairly low ball figure to be effective, 2 or 3 times, any more and it possible for players with billions or willing to use exploits to make billions, will simply spend lots of money winning a CG and then go an make that money back via using the exploits they use everyday in time for the next CG.

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We do know the design goals of the feature because it been stated on the forum by Brookes in his multiple posts and was stated on the live stream by Sando.

So we can make a very good guess that what ever limitations they impose onto the system won't impede the main goals frontier had of introducing instant ship transfer.

If you think credits are irrelevant because rich players have loads of it, why do you care they can use it to make more credits? Credits either matters or they don't.
 
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Regarding the 2D FSD becoming the norm on some ships, I also initially thought this. But perhaps a serious problem, particularly for combat:

Firstly D rate gear has the lowest Integrity. And it seems that smaller Class modules tend to have lower Integrity than larger modules. Dropping from a 5A to 2D could open a significant door for attack.

Thus in combat ships... A new key module to target? Instead of the power plant, snipe the weak, low Integrity 2D FSD. Now the target can't wake out... High or Low, they are stuck in normal space. Then sub-target another module to finish them off, now that they can't leave.

Do I see this correctly?
 

Goose4291

Banned
He was being sarcastic, what you describe is impossible.



If you think credits are irrelevant because rich players have loads of it, why do you care they can use it to make more credits? Credits either matters or they don't.

Except that is possible as a norm it's safe to assume at present most commanders have a ship for each specific facet of the game they partake in. Are you seriously trying to say that if you encountered a situation like that and pvp-d, that someone wouldn't teleport over their behemoth FDL or what not to try to run down the guy who incinerated them? You already get people trying to do it with ships not fit for purpose at the moment.

The teleport back forth thing for trading is going to render CGs feeling lacklustre to the newer players as if I'm flipping back into my t-9 and cutting my flight time down by say, 5 minutes (back to the pickup point), that's 5 more minutes I'm using effectively on task to deliver 500t a run.

No-one who doesn't use this function is going to be able to touch anywhere near the upper percentages, and it'll make it easier for those who already sit up there to achieve it based on the economies of scale and time management.
 
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Just as it happens, seems the FAS will do another 30 jumps downsouth this weekend [noob]

CMDR Kris W A K:

"Last night I found myself in Merope looking around and long story short, there are 3 Federation capital ships hanging around. One capital ship has 3-4 separate full wings of Vultures. Now this is all cool but they talk as though they are looking for "an unknown ship". One even hits at the possibility of it being aliens. I've been looking around but nobody seems to be talking about it. Whats going on?"

CMDR Crowdman86:

"Reports are correct the 2nd ship is broadcast local communications. They are quite concerning. Ill be landing on the planet below, coordinates 50.9220 -164.9084 between 2 mountains. Ill be scowering the landscape in my srv around 3:00.00 game time. Land in this location. If I ain't there I either went for repairs or I have not logged on yet. But I will be there. And will be remaining in the system for the rest of the weekend. What ever is going on is gonna happen this weekend. Merope 2C is the planet."

https://forums.frontier.co.uk/showth...ship-in-Merope
 
If I ever decide to move my 7+ ships from [redacted] then it'll save me a whole lot of hassle and frustration. A few times I've wasted most of a play session just going to get a ship and bring it back. None of that anymore. Thank you FD. Hot wet kisses coming your way. [up] that's not to say that I'm gonna be ferrying ships around all the time, especially if it costs millions to do so. I suspect it'll be a lot less often than all the FUD suggests.

I'm also often in my T9 and see some CG and decide I need my Vulture... this will also be easier.... :D
 
The lack of sound reasoning in many of the posts in this thread is appalling. It's at least acceptible in the megathread (of which this is a shameless duplicate) because people are so emotionally invested it's apparent they aren't thinking clearly, including the good saint Ziljan.
 
6 pages in and nobody has mentioned PowerPlay?

The ability to effectively give any ship a 50LY jump range no matter how small its FSD is will make undermining significantly faster, and make systems further from the border much more vulnerable.

Fortifying will only get half the acceleration because they have to carry cargo out before they can teleport back. This means more systems will be undermined every cycle, and fortifiers will have to work harder than ever to keep their powers afloat.

Zachary Hudson is going to get hit extra hard. The presence of the starter systems in his territory means that none of his systems will be more than a suicide and two jumps away from undermining. Including distant periphery systems that fortifiers will have to haul cargo to without the benefit of exploiting teleportation.
 
It just would have made so much more sense to move the CMDR to a station where he has a ship stored as a passenger.

There would have been no need for all this non-sense currently under debate, yet would have improved the ship movement situation and eliminated Hauler taxis.

Why does FD NEVER opt for the simple solution?

Instead they have only generated a bigger controversy with endless unintended consequences that will need to be sorted out.

Classic FD decision making on display.
 
6 pages in and nobody has mentioned PowerPlay?

The ability to effectively give any ship a 50LY jump range no matter how small its FSD is will make undermining significantly faster, and make systems further from the border much more vulnerable.

Fortifying will only get half the acceleration because they have to carry cargo out before they can teleport back. This means more systems will be undermined every cycle, and fortifiers will have to work harder than ever to keep their powers afloat.

Zachary Hudson is going to get hit extra hard. The presence of the starter systems in his territory means that none of his systems will be more than a suicide and two jumps away from undermining. Including distant periphery systems that fortifiers will have to haul cargo to without the benefit of exploiting teleportation.

I imagine that might balance itself out. Sure Hudson would get hit hard there, but who would want to take that part of space anyway.

Forgive me if I've interpreted this incorrectly. I can never get into powerplay no matter how much I've tried.
 
I imagine that might balance itself out. Sure Hudson would get hit hard there, but who would want to take that part of space anyway.

Forgive me if I've interpreted this incorrectly. I can never get into powerplay no matter how much I've tried.

Technically it is true that PowerPlay's rubber band mechanics are very strong. The powers most affected (ie those most targeted by undermining) would likely "just" go into turmoil for several cycles, repeatedly shedding systems until the rubber-band mechanics stabilize them at a much smaller size.

This definitely would not be a fun process for anyone playing for those powers though, and PowerPlay already has major problems with player morale and retention for a variety of reasons (excessive merit decay, 5C, grinders, etc.), a season of turmoil due to undermining getting a massive buff is not likely to help matters.
 
I suspect that its going to be pretty expensive and something i will only do if and when there is no alternative. I dont think I will be moving our entire fleet to Jaques on a whim. I'm not sure its worth getting into a lather about it as many people do...
 
Tweaking FSD doesnt give any real benefit to combat fighters.

It improves max and boost speed by 1m/s by dropping from Class A to Class D. Have a play in Coriolis.io to see what little difference it makes.

It has no effect on combat weapon type and firepower, as most fighting craft turn off FSD when weapons are launched to allow them to max out their weaponage anyway.

You are adding an additional time sink with having to go to a starport with a shipyard, dock, swap ships, launch and then cruise to the location you want. Regular 50ly transfers would be so grindy, rather than the 2-3 extra hops you need to do in flight between the two locations (obviously more if distance is greater than 50ly for all those pedants reading this).

I think we need to wait till Beta drops, get beta testers to use this function and see if it borks anything - ideally the final in game cost is used, as I think after the "Fish" incodent in last Beta the issue over grindyness was missed by Beta players getting too excited about shiny fast ships.

Wait for Beta, in the mean time devise tests that would demonstrate what people think will break the game and then get that tested.
 
You cannot store a ship if it has cargo.
you can only transfer stored ships.

If you do trading, you would not need to worry about return trips.
Base A: Buy - Base B: Sell

- Go to Base A with a super light and fast cobra.
- Summon your big trade ship and fill it.
- Jump to Base B and sell
- Summon your Cobra and fly safely to back to Base A
- Summon your big trade ship
...

Trading will be even safer.
 
I think we need to wait till Beta drops, get beta testers to use this function and see if it borks anything - ideally the final in game cost is used, as I think after the "Fish" incodent in last Beta the issue over grindyness was missed by Beta players getting too excited about shiny fast ships.

Wait for Beta, in the mean time devise tests that would demonstrate what people think will break the game and then get that tested.

+1, I also really hope the beta uses the full actual cost values for transfer, so it can be real-scenario beta tested.
 
i hope its spamable because then i will be able to use it 20 times a day to cheese my way through sothis runs and instead of turning up at a CG in one ship i can bring in 5 FDLs all fit a different way. making a bad choice regarding fitting simply will not exist, it's going to be swell, im calling it musical ships.

Rofl. The cheese is already flowin' man. You can sift through five hundred plus pages of it. And when the "cult of dev personalities' speak, the people bend over. Rep for the ones who don't, but rep for the one's who realize the profits in the face of how ridiculous it is. It's this exposure that hopefully a middle ground will be offered.
 
instant transfer effects:

- only asp or anaconda on move
- warship against explorers
- remote CG will became like all "bubble based" cg

so, it's simply a BAD BAD IDEA. It's only a dirty trick to please some "casual" gamer who likes pew pew with their friends in no time...
 
This is a must for players who fly as crew for someone else. Fly from A to B with Pilot X, leave the ship. Unless you have a ship at B without the mechanic you have to purchase one. As long as the ship is coming to you, I see no problem. Where I see an issue is if you travel with the transported ship but that is not my understanding. The interesting thing is how they will handle you leaving someone's ship. Opportunity for limited EVA to a waiting room perhaps!
 
It could be like the Terminator time displacement device where nothing organic will go through so we cant teleport ourselves ;)
 
This will be great for underworld players (a.k.a. Pirates). Like everything else in the game, the data transfer method can be intercepted and they can now have a copy of someone else's ship. Thanks for spending millions of credits, so I can have a copy of your ship for 50,000.

They can then use it to pirate others, but with the original ships owner ID beacon in it, placing the blame onto the original CMDR and not themselves. Beautiful !!!
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Or, they should be able to remove the ships ID beacon and make it an illegal ship, or overwrite with something that if scrutinized close would report it as being stolen, just like in the lore I've already read (the "Bluebird" I believe).
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Besides, the game is called Elite "Dangerous" and not "Honest". Since V2.1 Engineers was introduced, stealing data is just part of the game and this is no different.

Introducing instant transfers into the game should also include the dark side possibililties, otherwise this will break the games current and planned tactics.
 
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