Instant Transfer: Practical Effects

Goose4291

Banned
Let's actually wait and see if that happens when/if they release insta-transfer. Because, for example, if insta-transfer costs a ton then half of that top 10% CG reward will have been used for that apparent insta-transporting that will be going on like crazy during every CG.

If the cost of it cuts into the profit you wanted to make from the CG you wouldn't bother doing it past maybe once or twice.

I agree providing the cost is high enough, this isn't likely to happen.

However the OP if this post was calling out for examples of how Instant travel could affect the gameplay, hence the lengthy treatise.

Mind you, Sandro has said the cost will be negligible so that it will be available to all :/
 
2) The chance to meet other people in open in quite low except the "common place" (shinrarta, engeneer base, starting point or Cg, sothis). Anyway, if i meet them in a hauler or Asp how this change my gameplay? O the other hand, I have the impression that Instant ship will go to hurt seriously the griefer or people who like easy kill (a fdl again a sidewinder). Now they'll have to pay attention: otherwise a fleet of corvette coulb be out there in not time hunting for them.

I have seen this commnet a few times and I have to admit I hope this will be the case. I don't know how many helpless ASP explorers I have killed looking for a "good fight."
 
Profit and cost just aren't driving factors for many players - it's pretty easy to become a billionaire after a few years of play... I must have sunk over 2 billion into PowerPlay alone (OK I get the salary back, but it never covers the cost).
Then why would those players care about grinding out top 10% in a CG by any means? It's not like they get bragging rights because there is no leaderboard.
 
• what are the likely actual, gameplay consequences of instant ship transfer? Well we won't know till beta release. Anything till then is speculation and hyperbole.
• how will this affect your own, personal gameplay? Greatly. Before i left i had ships scattered all over Fed, Imp and Alliance space. Now i can head back to home base and call back my fleet.
• how frequently does this seem likely to have an impact on your game, if any? Well aside from the great recall, i'm not sure. depends on the cost of it really.
 
Then why would those players care about grinding out top 10% in a CG by any means? It's not like they get bragging rights because there is no leaderboard.

Because some people play the game for a little bit of RP and just want to win. I've seen people spend 200m plus on PP fortification or expansion and that's only a maximum 50m return and there's no leaderboard there either.
 
You can't keep the Anaconda survivable and reach that jump distance - which is required in that scenario as when you're hauling goods out that's the time you're vulnerable and could lose significantly (the loss of a glass taxi Asp would be far less of an issue).

Well, at one point in time you will need to decide of credits make a difference or not.
Because all that happens if you get shot down in your laden ship is that you get reset to .. exactly the station where you can pick up the next load of cargo.
Only difference between being shot down in an ASP is credits. You still lose the jumps you so desperately tried to win by flying a tincan.

The consequence I can see there is a new round of "nerf NPCs" posts, because many commanders think it's a good idea to "save some time" by flying around in a paperbag that cannot even withstand the slightest attack, just because the build is technically possible.
70mW shields is nothing. Putting 4 pips to it and giving it resistance mods barely gets it to unmodded 140mW shieldstrenght, where you can put 4 pips in and resistance mod it.

Because some people play the game for a little bit of RP and just want to win. I've seen people spend 200m plus on PP fortification or expansion and that's only a maximum 50m return and there's no leaderboard there either.

Maybe because there's no actual moneysink in the game? Money usually goes up and up and once you have "everything", you can just throw it away at unprofitable endeavours.
Excessive use of ship transfer will lead to exactly that money drain and it should be balanced against the ship value (that's really a good tool they have to get some "value" moneysink in - convenience is one of the driving forces in real world pricing theory - rather than just raising the repair costs across the board, which will make Hulltanks even more undesireable than they're now), so if you move lots of very expensive ships around, it will be costly.
They (Michael or Sandro) also mentioned they're considerin to introduce loss on module sales again, since now you don't have to swap them just for travel, which might be another moneysink.
 
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Well, at one point in time you will need to decide of credits make a difference or not.
Because all that happens if you get shot down in your laden ship is that you get reset to .. exactly the station where you can pick up the next load of cargo.

But that's losing you significantly more time on your outward haul (restarting and reloading fort, then starting the (e.g.) 9 jumps out again) versus the return trip in the taxi (no reload and 3 jumps). Most experienced pilots can avoid getting interdicted in even a paper Asp, if it's an NPC coming after you as soon as you jump into the system then just hang around in the stars corona with your back to the star while you charge your FSD. Of course you're less likely to get interdicted as well due to the fewer jumps.

Can you address the latter half of that post - why is the addition of a minimal timer that satisfies significantly more people such a problem?
 
But that's losing you significantly more time on your outward haul (restarting and reloading fort, then starting the (e.g.) 9 jumps out again) versus the return trip in the taxi (no reload and 3 jumps). Most experienced pilots can avoid getting interdicted in even a paper Asp, if it's an NPC coming after you as soon as you jump into the system then just hang around in the stars corona with your back to the star while you charge your FSD. Of course you're less likely to get interdicted as well due to the fewer jumps.

Where do you get those 9 jumps from? The highest I've traveled for CG commodities was 70 ly (not counting Jaque's .. that was 22kly :) ).
Go to eddb.io and find a CG location for common commodities that are not available in abundant quantity in less than 100ly (funny thing about bubbles ... if you increase the radius just a tiny bit, the volume increases quite significantly). We are literally talking about 2-3 jumps back and forth for CGs.

Wait, I did it for you.. here's the list of stations within 30 (!) Ly of the current imp CG with one of the Commodities (Tantalum - triple for all 3)
Noli City
Wallangu 3,902 -2 % 231 M 2 hours 48,493 ls 6.24 ly
Christian Prospect LTT 1509 3,950 -0 % 304 L 2 hours 12 ls 10.75 ly
Phillips Landing Falisci 3,950 -0 % 103 M 8 hours 2,271 ls 12.63 ly
Sarmiento de Gamboa Plant Mictlan 3,902 -2 % 240 L 41 mins 28 ls 13.08 ly
Siodmak Dock Slavisc 3,950 -0 % 2 M 9 hours 35 ls 13.40 ly
Kempf Refinery Mahei 3,950 -0 % 15 M 11 hours 340 ls 14.19 ly
Kohoutek Installation Apurnarsu 3,341 -16 % 10,006 M 1 day 43,970 ls 14.75 ly
Hariot Dock Apurnarsu 3,491 -12 % 9,036 M 15 hours 44,008 ls 14.75 ly
Johnson Prospect Apurnarsu 3,485 -12 % 12,945 L 3 hours 44,561 ls 14.75 ly
Roche Port Duduseklis 3,601 -9 % 5,145 M 1 day 1,987 ls 15.15 ly
Kuiper Plant Duduseklis 3,905 -1 % 3,794 M 18 hours 1,973 ls 15.15 ly
Lemaitre Depot Kui Xenab 3,902 -2 % 911 L 6 days 206 ls 16.27 ly
d'Allonville City Kui Xenab 3,902 -2 % 323 M 9 hours 150 ls 16.27 ly
Rigaux Vision Nahuatl 3,989 1 % 443 L 30 mins 95 ls 17.59 ly
Burnham Orbital Nahuatl 3,902 -2 % 186 M 1 day 13,589 ls 17.59 ly
Lyne Terminal Nahuatl 3,941 -1 % 47,291 M 22 hours 1,505 ls 17.59 ly
Polikarpov Dock Nahuatl 3,582 -10 % 1,588 M 12 hours 12,693 ls 17.59 ly
Artzybasheff Terminal Nahuatl 3,941 -1 % 6,639 L 4 days 133 ls 17.59 ly
Ritchey Station Nahuatl 3,941 -1 % 47,291 M 2 days 597 ls 17.59 ly
Roth Port Nahuatl 3,616 -9 % 561,889 L 12 mins 242 ls 17.59 ly
Kowal Terminal Nahuatl 3,616 -9 % 56,741 M 1 hour 69 ls 17.59 ly
Lemonnier Colony Ndebech 3,688 -7 % 17 M 9 hours 471 ls 18.22 ly
Bereznyak Installation Ndebech 3,902 -2 % 335 M 7 days 792 ls 18.22 ly
Boscovich Station Chunja 3,902 -2 % 124 M 3 days 28 ls 19.07 ly
Kowal City Chunja 3,949 -0 % 648 M 25 days 52 ls 19.07 ly
Patry Prospect Chunja 3,902 -2 % 178 L 7 days 16 ls 19.07 ly
Millosevich Holdings Chunja 3,902 -2 % 169 M 6 days 16 ls 19.07 ly
Elwood Dock HR 1076 3,470 -12 % 1,202 M 7 days 1,584 ls 19.10 ly
Konscak Depot CD-36 874 3,902 -2 % 121 M 6 days 1,820 ls 20.40 ly
Denton Platform CD-36 874 3,902 -2 % 89 M 6 days 1,840 ls 20.40 ly
Peltier Dock Eotienses 3,481 -12 % 982,701 M 2 days 1,146 ls 20.59 ly
Westphal Port Eotienses 3,481 -12 % 135,667 L 15 hours 12,624 ls 20.59 ly
Ritchey Port Eotienses 3,481 -12 % 982,701 M 8 hours 1,158 ls 20.59 ly
Roe Dock Eotienses 3,481 -12 % 99,235 M 10 mins 1,133 ls 20.59 ly
Kaufmanis Port Eotienses 3,989 1 % 8,306 L 1 hour 56 ls 20.59 ly
Delporte Dock Eotienses 3,616 -9 % 55,750 M 5 days 188 ls 20.59 ly
Petlyakov City Eotienses 3,481 -12 % 982,701 M 8 hours 1,142 ls 20.59 ly
Molchanov Vision Poluskapura 3,747 -5 % 2 M 2 hours 54 ls 20.96 ly
ger Prospect Futes 3,635 -8 % 2,074 L 19 hours 175 ls 21.20 ly
Burkin Installation Futes 3,513 -11 % 3,247 L 24 days 4,464 ls 21.20 ly
Porco Platform Futes 3,369 -15 % 403 M 6 days 5,204 ls 21.20 ly
DiFate Prospect Futes 3,356 -15 % 2,008 M 2 days 5,214 ls 21.20 ly
Tanaka Hub Futes 3,902 -2 % 191 M 2 days 5,223 ls 21.20 ly
Mobius Survey Salimandali 3,502 -12 % 1,713 M 19 days 8 ls 21.27 ly
Kawanishi Enterprise Salimandali 3,902 -2 % 266 M 31 days 16 ls 21.27 ly
Naubakht Port Kataning 3,597 -9 % 14,639 M 11 hours 10 ls 21.28 ly
Dalgarno Hangar Kataning 3,389 -14 % 11,991 M 2 hours 17 ls 21.28 ly
Dupuy de Lome Port Potriambunn 3,950 -0 % 163 M 18 hours 121 ls 21.35 ly
Heinlein Dock Potriambunn 3,451 -13 % 248 M 3 days 169 ls 21.35 ly
Valz Survey NLTT 5871 3,902 -2 % 127 M 4 days 608 ls 21.68 ly
von Zach Outpost NLTT 5871 3,701 -7 % 17 M 3 days 914 ls 21.68 ly
Windt Hangar Glutia 3,706 -6 % 50 M 19 days 1,001 ls 21.89 ly
Powers Terminal Glutia 3,355 -15 % 1,236 M 8 days 743 ls 21.89 ly
Peral Prospect LP 941-16 3,599 -9 % 4,345 L 14 days 9 ls 22.29 ly
Dreyer Holdings Kinne 3,902 -2 % 99 M 3 hours 11 ls 22.34 ly
Lewis Terminal Manianscudo 3,902 -2 % 3,804 L 9 days 6,182 ls 23.96 ly
Zwicky Beacon Manianscudo 3,472 -12 % 3,406 L 11 days 6,085 ls 23.96 ly
Blish Settlement Sak Manka 3,449 -13 % 26,191 L 1 day 11 ls 24.28 ly
Linge Vision Sak Manka 3,902 -2 % 297 L 30 days ? 24.28 ly
Fermat Hub Panossini 3,869 -2 % 1,976 M 6 days 317 ls 24.55 ly
Gottlob Frege Port Panossini 3,354 -15 % 4,443 M 12 days 459 ls 24.55 ly
Saavedra Dock Kui Hsien 3,705 -6 % 8 M 8 hours 541 ls 24.67 ly
Grego Plant LTT 1044 3,306 -17 % 16,179 M 2 days 79,458 ls 24.77 ly
Beg Mines s Eridani 3,338 -16 % 4,109 M 5 days 2,971 ls 24.78 ly
Bloomfield Refinery LTT 1190 3,355 -15 % 1,236 M 16 days 39,756 ls 25.45 ly
Bosch Dock LTT 1190 3,363 -15 % 437 M 16 days 40,204 ls 25.45 ly
Marconi's Folly LTT 1190 3,764 -5 % 14,016 L 101 days 39,176 ls 25.45 ly
Lagerkvist Port LTT 982 4,023 2 % 1,807 L 2 days 1,874 ls 25.80 ly
Alfven Terminal Langu 3,946 -0 % 952 M 6 days 5,379 ls 26.07 ly
Maitz Platform Langu 3,492 -12 % 602 M 11 hours 5,143 ls 26.07 ly
Mayer Works CD-51 881 3,766 -5 % 3,720 L 180 days 252,287 ls 26.28 ly
Potez Station CD-51 881 3,902 -2 % 826 M 41 days 249,130 ls 26.28 ly
Hoerner City CD-51 881 3,357 -15 % 1,996 M 7 days 248,319 ls 26.28 ly
Sukhoi Installation CD-51 881 3,636 -8 % 1,278 L 16 hours 248,818 ls 26.28 ly
Homer Plant Phra Lule 3,902 -2 % 885 M 41 days 1,271 ls 26.70 ly
Rittenhouse Landing Phra Lule 3,286 -17 % 32,601 M 11 hours 1,271 ls 26.70 ly
McKie Dock Chino 3,325 -16 % 17,701 M 6 days 1,455 ls 26.94 ly
McQuarrie Station LHS 1391 3,353 -15 % 8,938 M 7 days 1,068 ls 26.99 ly
Lagrange Refinery LHS 1391 3,869 -2 % 3,974 M 23 days 1,075 ls 26.99 ly
Hunziker Orbital Aymifa 3,527 -11 % 19,684 L 10 hours 825 ls 27.04 ly
Lomonosov Colony Aymifa 3,512 -11 % 25,086 L 10 hours 640 ls 27.04 ly
Coggia Port Aymifa 3,487 -12 % 50,403 M 13 mins 152 ls 27.04 ly
Wellman Settlement Lambda-2 Fornacis 3,267 -18 % 3,874 M 2 hours 6,677 ls 27.15 ly
Kepler Hangar Lambda-2 Fornacis 3,902 -2 % 563 M 9 days 172 ls 27.15 ly
Dearden-Salter One Calhuacan 3,950 -0 % 11 L 1 day 393 ls 27.58 ly
Angel Station Calhuacan 3,941 -1 % 3,984 L 1 day 394 ls 27.58 ly
Foerster Vision Tartarus 3,750 -5 % 82 M 42 mins 375 ls 27.87 ly
Gurshtein Colony Tartarus 3,338 -16 % 3,059 M 26 mins 1,143 ls 27.87 ly
Bosch Horizons Iota-2 Fornacis 3,902 -2 % 266 M 7 days 2,800 ls 28.16 ly
Volk Settlement Tjurojiu 3,636 -8 % 11,151 M 174 days 654 ls 28.42 ly
Al-Jazari Station Tjurojiu 3,761 -5 % 5,722 M 112 days 672 ls 28.42 ly
Oluwafemi Orbital Tjurojiu 3,950 -0 % 381 L 2 hours 668 ls 28.42 ly
Luther Installation Pai Huldr 3,353 -15 % 23,117 M 4 days 1,570 ls 28.70 ly
Ryle Orbital Pai Huldr 3,353 -15 % 10,695 M 4 days 1,590 ls 28.70 ly
Urkovic Station Pai Huldr 3,990 1 % 7,272 L 11 hours 1,564 ls 28.70 ly
Fowler Vision Chehoong Po 3,723 -6 % 118 M 3 days 302 ls 29.05 ly
van de Sande Bakhuyzen Settlement Chehoong Po 3,597 -9 % 1,556 M 4 days 242 ls 29.05 ly
Stanier Settlement Andowathaku 3,529 -11 % 745 M 74 days 16,358 ls 29.74 ly
Ciferri Settlement Andowathaku 3,527 -11 % 1,177 M 20 days 9 ls 29.74 ly
Berliner Terminal Andowathaku 3,832 -3 % 972 L 16 days 16,339 ls 29.74 ly

Even better, the only station you need for the current CG is this:
Roth Port
Nahuatl 3,616 -9 % 561,889 L 7 mins 242 ls 17.59 ly

Doesn't seem to run dry, has large landing pad, is pretty close to the main star (242ls) and I can one jump there in my Corvette (G4 FSD Mod .. 19ly empty in combat fit).

Can you address the latter half of that post - why is the addition of a minimal timer that satisfies significantly more people such a problem?

You have no source for your "satisfies significantly more people".
The forum poll has 1000 participants, of which ~75% would like a delay (for ever changing reasons and between "a little" and "yea, half a year sounds quite reasonable, considering all the paperwork required for interstellar shipping").
Like I said, my assumption of the overall active playerbase is 90,000+ (maybe as high as 200k, only data available is the steam users, which are just a fraction).
My blind guess is that many of those that don't frequent the forums will see ship transfer and go "yay, finally".
 
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You have no source for your "satisfies significantly more people".
The forum poll has 1000 participants, of which ~75% would like a delay (for ever changing reasons and between "a little" and "yea, half a year sounds quite reasonable, considering all the paperwork required for interstellar shipping").
Like I said, my assumption of the overall active playerbase is 90,000+ (maybe as high as 200k, only data available is the steam users, which are just a fraction).
My blind guess is that many of those that don't frequent the forums will see ship transfer and go "yay, finally".

This. Forum users tend to the extreme ends of any spectrum, whereas the 'average' gamer doesnt clock 1000+ hours, doesnt have billions, isnt concerned about exploits, probably doesnt even know Robigo exists or what a 'barnacle' is but does get tired of spending forever getting this or that ship to this or that system. Pretty sure most of the 'outrages' we've seen on these forums are of completely no concern to the average player either way. Which is why every time we have such massive outcry plenty of people literally say their opinion should count more than that of 'a casual/average' player 'because they will leave at some point whereas the Mighty Forum User swears loyalty to Elite for the next hundred years.

FD on the other hand doesnt care. You pay for the product, so your enjoyment matters just the same. Even if you cant give the hardpoint location of every ship from the top of your head.
 
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It's not going to kill the game but it will certainly make it look more bizarre and reduce the variety, it's as if you pulled onto the roads one morning and all of a sudden 90% of the cars are all suddenly Honda Civics because they're the most efficient way to get somewhere, and even if they're then going off-roading they can park in the car-park near the woods and their Land Rover pops into existence...

If you're happy seeing fewer people and seeing less variety, then that's fine, but I think it's entirely rational for people to say that's a bad thing.

But that's how it already is.

I mean I see Asps everywhere right now, the reason being people like the jump range.

If people were able to switch out at their destination then surely it's gonna be less Asps.
 
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Where do you get those 9 jumps from? The highest I've traveled for CG commodities was 70 ly (not counting Jaque's .. that was 22kly :) ).
Go to eddb.io and find a CG location for common commodities that are not available in abundant quantity in less than 100ly (funny thing about bubbles ... if you increase the radius just a tiny bit, the volume increases quite significantly). We are literally talking about 2-3 jumps back and forth for CGs.

Wait, I did it for you.. here's the list of stations within 30 (!) Ly of the current imp CG with one of the Commodities (Tantalum - triple for all 3)

That was an example using PP - Rhea to Shenggan in a T9 out, Asp back.


You have no source for your "satisfies significantly more people".
The forum poll has 1000 participants, of which ~75% would like a delay (for ever changing reasons and between "a little" and "yea, half a year sounds quite reasonable, considering all the paperwork required for interstellar shipping").
Like I said, my assumption of the overall active playerbase is 90,000+ (maybe as high as 200k, only data available is the steam users, which are just a fraction).
My blind guess is that many of those that don't frequent the forums will see ship transfer and go "yay, finally".

That is a perfectly valid source even if you don't like it - and you're dodging the question there. There are three classes of people (on a broad scale) those who want ship transports instantly (A), those who want a delay (B), and those who don't want ship transport(C). There are then three positions; no transports - the current situation (1), transports with a delay (2) and instant transports (3). Position 2 is the ideal situation for group B and closer to the ideal solution for group A - so there are two groups who have their gameplay experienced improved to a varying level. It's a middle position.

Can you explain why taking that middle position is so bad for the players who want instant ship transport, considering we don't have any ship transport at the moment?

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But that's how it already is.

I mean I see Asps everywhere right now, the reason being people like the jump range.

If people were able to switch out at their destination then surely it's gonna be less Asps.


They might like the jump range but they're not good haulers and they're not great combat ships - I see very few Asps in CZs, doing UM, fortifying or CGs and people only occasionally use them as taxis because they can't be guaranteed of being able to buy the ship they do want at the far end.
 
Can you explain why taking that middle position is so bad for the players who want instant ship transport, considering we don't have any ship transport at the moment?

Why instant is better than 'the middle position' has been explained over and over again, including by FD. You can accept it or not, but asking people to keep on repeating it is a bit silly.
 
Why instant is better than 'the middle position' has been explained over and over again, including by FD. You can accept it or not, but asking people to keep on repeating it is a bit silly.

I've not seen it explained other than Michael Brookes saying that they didn't think it would work with a delay, but I've not seen an explanation as to why. I would have thought having it with a delay is better for people who want it than not having it at all, so it still seems like the middle position satisfies more people.
 
I've not seen it explained other than Michael Brookes saying that they didn't think it would work with a delay, but I've not seen an explanation as to why. I would have thought having it with a delay is better for people who want it than not having it at all, so it still seems like the middle position satisfies more people.

The middle position maintains all of the complaints about the instant transfer, science, method, justification, while adding a delay for no reason other than to satisfy some player's preference. The middle ground would simply be window dressing. What need for window dressing is there? Any transfer that doesn't use the actual flight mechanics is going to require us to to accept some Handwavium. Instant will only require a dose of Twohandwavium, and it will serve the purpose of the feature to it's fullest. Getting people into far off content faster.
 
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The middle position maintains all of the complaints about the instant transfer, science, method, justification, while adding a delay for no reason other than to satisfy some player's preference. The middle ground would simply be window dressing. What need for window dressing is there? Any transfer that doesn't use the actual flight mechanics is going to require us to to accept some Handwavium. Instant will only require a dose of Twohandwavium, and it will serve the purpose of the feature to it's fullest. Getting people into far off content faster.

Why does it maintain the problems? Introduce a new company (GalNet Logistics or whatever) with super lifters that can jump long distances and they transport your ship. Give it a base time of 3m plus 1m per 50ly and they drop your ship outside a station and pilot it in for you. You get a message that your ships arrived so that you can go take on a quick mission or do other things while you're waiting. A 100ly transfer is a 5m wait and it solves the lore/immersion issues while removing the PP short-circuit route.
 
Why does it maintain the problems? Introduce a new company (GalNet Logistics or whatever) with super lifters that can jump long distances and they transport your ship. Give it a base time of 3m plus 1m per 50ly and they drop your ship outside a station and pilot it in for you. You get a message that your ships arrived so that you can go take on a quick mission or do other things while you're waiting. A 100ly transfer is a 5m wait and it solves the lore/immersion issues while removing the PP short-circuit route.

Sorted...
 
Well today I earned an accidental bounty in my home system due to collision with a ship in a res site.
Consequently at present I have effectively been exiled for the next week.

I managed to sneak into my home station and swap my vulture for an Asp which I am using now to explore. However I could not risk losing my Anaconda or Python due to a scan near the station.

Under the new mechanic I could escape in my Asp then do a Ship transfer to my Disaster Recovery station.

This has the benefit of allowing me to continue with varied game play, rather than being somewhat hamstrung for the next 6 days.

However it does bypass some of the potential consequences and emergent gameplay of illegal activity, which could be considered a minor exploit.
 
Why does it maintain the problems? Introduce a new company (GalNet Logistics or whatever) with super lifters that can jump long distances and they transport your ship. Give it a base time of 3m plus 1m per 50ly and they drop your ship outside a station and pilot it in for you. You get a message that your ships arrived so that you can go take on a quick mission or do other things while you're waiting. A 100ly transfer is a 5m wait and it solves the lore/immersion issues while removing the PP short-circuit route.

According to the poll you like to refer to only 1/3 of the people who are against instant transfers are okay with a 'minor delay'. The other 2/3 wants it to take at LEAST a large fraction of what it would manually have cost. So no, it doesnt fix it for the 'immersion crowd'. It also adds a pointless timer with zero gameplay value for everyone. And its even more work for FD to get this crappy middle position thing going. The point of this feature is exactly that you do NOT have to 'do a quick mission or whatever', but that you get to actually do what you want to do. As said: a small delay solves nothing and adds gameplay-devoid timesinks, a major delay defeats the very purpose of the feature. So its either no transfer or instant transfer. FD goes with instant transfer. Everyone is free to disagree with whatever, but its a bit annoying when people just get this kind of discussions into an endless loop.

You find 5 minutes delay 'immersive' and a good addition to ED? Fine. Others want 0m. Or 600m. The arguments are on the table, have been discussed to death and FD made a choice which will at some point be tested in some beta. Feel welcome to disagree, but if you really want to continue the "hey, if FD just did what I want, everyone's problems will be solved!" approach there is no point in discussing it.

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Well today I earned an accidental bounty in my home system due to collision with a ship in a res site.
Consequently at present I have effectively been exiled for the next week.

I managed to sneak into my home station and swap my vulture for an Asp which I am using now to explore. However I could not risk losing my Anaconda or Python due to a scan near the station.

Under the new mechanic I could escape in my Asp then do a Ship transfer to my Disaster Recovery station.

This has the benefit of allowing me to continue with varied game play, rather than being somewhat hamstrung for the next 6 days.

However it does bypass some of the potential consequences and emergent gameplay of illegal activity, which could be considered a minor exploit.

Things like this can be 'fixed' over-time. Balancing instant transfer can come in all kinds of ways: have cost and range be dependent on ship's total value and jumprange would fix fleets of corvettes going back and forth to jacques. With crime being attached tio cmdrs rather than ships you can 'block' transfers of 'impounded' ships. We are already going to get the 'shady contact' that can lift the bounty for you, so you'll have a choice. Sneak in manually and 'steal' the ship, or bribe the shady contact and get the instant transfer. One is free but risky, the other is expensive but risk-free. Risk/reward and all that.

People are WAY to focussed on being panicky and gloomy and spend way too little time in thinking constructively and creatively. :)
 
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According to the poll you like to refer to only 1/3 of the people who are against instant transfers are okay with a 'minor delay'. The other 2/3 wants it to take at LEAST a large fraction of what it would manually have cost. So no, it doesnt fix it for the 'immersion crowd'. It also adds a pointless timer with zero gameplay value for everyone. And its even more work for FD to get this crappy middle position thing going. The point of this feature is exactly that you do NOT have to 'do a quick mission or whatever', but that you get to actually do what you want to do. As said: a small delay solves nothing and adds gameplay-devoid timesinks, a major delay defeats the very purpose of the feature. So its either no transfer or instant transfer. FD goes with instant transfer. Everyone is free to disagree with whatever, but its a bit annoying when people just get this kind of discussions into an endless loop.

You find 5 minutes delay 'immersive' and a good addition to ED? Fine. Others want 0m. Or 600m. The arguments are on the table, have been discussed to death and FD made a choice which will at some point be tested in some beta. Feel welcome to disagree, but if you really want to continue the "hey, if FD just did what I want, everyone's problems will be solved!" approach there is no point in discussing it.

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Things like this can be 'fixed' over-time. Balancing instant transfer can come in all kinds of ways: have cost and range be dependent on ship's total value and jumprange would fix fleets of corvettes going back and forth to jacques. With crime being attached tio cmdrs rather than ships you can 'block' transfers of 'impounded' ships. We are already going to get the 'shady contact' that can lift the bounty for you, so you'll have a choice. Sneak in manually and 'steal' the ship, or bribe the shady contact and get the instant transfer. One is free but risky, the other is expensive but risk-free. Risk/reward and all that.

People are WAY to focussed on being panicky and gloomy and spend way too little time in thinking constructively and creatively. :)

What poll I like to refer to? I don't think I've referred to a poll once? Can you let me know which one? I think you're twisting things as well because it's pretty obvious that people who want a long delay are going to be happier with some delay rather than none - and the delay is there for gameplay reasons, as I said it stops the short circuiting of the return legs for thing like PowerPlay fort/prep or CGs or hailing missions.

It's quite sad that this forum really has got to the point where people want things their way or it's just not good enough - there doesn't seem to be any acceptance that a compromise solution is possible or that it is worth investigating. It makes the whole idea of a discussion forum rather moot, doesn't it?
 
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What poll I like to refer to? I don't think I've referred to a poll once? Can you let me know which one? I think you're twisting things as well because it's pretty obvious that people who want a long delay are going to be happier with some delay rather than none - and the delay is there for gameplay reasons, as I said it stops the short circuiting of the return legs for thing like PowerPlay fort/prep or CGs or hailing missions.

It's quite sad that this forum really has got to the point where people want things their way or it's just not good enough - there doesn't seem to be any acceptance that a compromise solution is possible or that it is worth investigating. It makes the whole idea of a discussion forum rather moot, doesn't it?

Last post for a bit (I can see the sun through my windows which is something of a miracle around here!): I am not saying that it is MY opinion, or its what I want. I am not even entirely sure what I want, to be honest. I am just saying that is the given argumentation why instant is better than delayed. You can also find the arguments for 'long delay' and 'small delay' in this absurd +-7000 post topic, including the poll: https://forums.frontier.co.uk/showt...-Instant-Ship-and-Module-Transport-Yay-or-Nay

If you didnt refer to it, I got you confused with someone else so my apologies!
 
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