Just wasted 2 1/2 hours moving ships

My opinion on this matter is that it's about time Elite introduces property owning. And I mean hangars, for now. We need somewhere to call our home, where we can store ships, modules, cargo, and whatever we want to store in the space available. It's also a plan for the future, when planet landings allow us to buy cheaper propreties on the surface.

Elite es great as a space sim, but it has plenty of incoherences outside of that department. Where do pilots sleep? Where do they live when they're not in space? Yes, it's a sim, you don't need to know all that to "fly" a sim, but in this game we're triying to feel like real pilots in a coherent universe, and all those incoherences are barriers to get that feeling.

Things like permament hangars, moving ships (or moving pilots via "taxi", like it's supposed to happen when our ship is destroyed), storing modules inside our cargo bays and moving them around... There are so many things that are just plain unbelievable...

I hope FD take into account that there are some very BASIC things that need to be addressed or expanded in their universe, things that are integral to a smooth and painless game experience, before entering into production of big patches of new content like Powerplay. I'm pretty sure nobody would have cried for the 10% charge on module sell, if we had an option for storing ships and modules.


But you already can store ships and modules - you buy a ship and put it in a hangar. as for modules you can also sell any module and then change ship and equip that ship with that module

don't agree with storing cargo at all as it could seriously knacker the markets

Oh and storage and taxis I expect you want these all free and not to have to cost you?

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Or perhaps he has played the game in the manner to which it has been presented to him thus far and now with an impending change has had to modify his inventory and approach to match his gameplay aspirations?

Don't be such a negative nelly :p

I'm not being negative - if he wants free movement of ships to wherever he wants that could kill game play - moving should cost you time or money.

Same with role changing if you want to change role fine but it should cost you as well
 
Can't be bothered to search and quote but to the people that say moving ships anywhere instantly for a cost is a easy way to get around. I think the implication was that you have to make the journey yourself but can transfer other ships at the same time.

Say for example I buy 3 ships at the founders world for the discount and later on decide that I want to move them to Sol as my home base.
Currently I'd have to:
-Fly to Founders
-Buy ship 1
-Fly to Sol
-Buy a sidewinder/hauler + FSD & fuel scoop
-Fly to founders, sell side/hauler and buy ship 2
-Fly to Sol in ship 2
-Buy a sidewinder/hauler + FSD & fuel scoop
-Fly to founders, sell side/hauler and buy ship 3
-Fly to Sol

Whilst the Credit losses of buying and selling a sidewinder/hauler and the FSD+Fuel scoop are low for someone who has a lot of ships this takes a few hours of time where you are loosing money just to have access to your ships elsewhere.

The new system I think that Falcon is suggesting is so that you can only move ships from the shipyard they are in same as you can only see the stats currently in shipyard you are in (tab 2 of 3 in shipyard):
-Fly to founders
-Buy ships 1, 2 and 3
-Pay for ships 2 and 3 to be flown to Sol
-Fly ship 1 to Sol personally

This means he still needs to make the trip, but he only has to do it once (not 5 times).
In the example he gives moving all his ships to a high tech system he would:
-Fly to his home system
-Pay for ships to be moved to high tech
-Fly to the high tech in current ship, modify/sell them
-Pay for ships to be moved back to home system
-Return to home system in current ship


The only possible exploit this could lead to is people moving about in a high jump range ASP/Conda to allow them to move their combat ships around the galaxy quickly, in this case adding a real time delay based on distance the ship is moved and the jump range of that ship would fix the problem. (For example an 34LY per jump ASP being moved 100LY would take 20 minutes whereas an Eagle that can do 7LY per jump takes 1.5hours).

I agree with the OP about the timesink of fleet shuttling being irritating.

One tangential thought: when PP hits, will CGs even happen? If the "hostile in 90% of the inhabited galaxy" thing is real, won't it reduce CG participation dramatically for those who chose to pledge to Delta Tau Chi? :/

No one knows except Devs since community goals are not being tested in 1.3 beta (as far as we've been told by the beta players).

Personally I expect independent systems to host goals or the goals to be faction specific. So Patreus supporters have a CG going that only they can realistically do but the week after Hudson supporters get one. Possibly 2 conflicting ones at the same time like there has been before.
 
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I'm all for the 10% , but they do need some kind of ship delivery service in game. Pay a fee ship is delivered up to 2 hours later.
 
I'm not being negative - if he wants free movement of ships to wherever he wants that could kill game play - moving should cost you time or money.

I don't think anyone is advocating free movement. People just want to store and transfer ships and modules so it doesn't feel like a chore to do basic things.

I'm pretty sure everyone would be happy to pay to transfer ships and modules between stations with ingame cr or time without having to use their own time to do it.

If you want to jump on and play a few hours you don't want to feel like you have to spend a few hours to "pay" for it with your time. I don't want to feel like I have to go and trade for 5 hours to be able to afford to change an anaconda from a trade build to a combat build and I don't want to feel like I have to spend an hour of my own time moving a ship from A to B when there should be an built in game mechanic to do it for me.

This is nothing new people. I've been playing for a year now and the ideas have been around since before then.

We need the basic game mechanics that have been around in the ddf implemented before any new additions are added.

To use the house analogy we now have a house and fd are moving the furniture in but they decided to built a swimming pool in the back garden when we don't have the toilet plumbed in and the bed is stuck in your living room.
 
You multirole a ship and accept that its a jack of all trades and master of none

Yeh just have something like an Asp kitted out for a bit of everything so it's a reasonably good combat/raretrading/mining/exploration ship and
use it if you want to go roaming far from whatever 'home system' you choose - like for CGs or a bit of exploration.
Something like this in 1.3.
http://www.edshipyard.com/#/L=70g,0...5Rr5Rr,2-7_7_7_6u6Q8S8I,0AA7Sk4zM0a65Sc2UI2jw

Keep your 'local' ships like your dedicated combat ship near your home system.

That's what I do anyway.
Still a pain when you want to move to a new 'home' system but an hour or two in taxi haulers ain't the end of the world, I get to hear
that ghostly whispering sound the engine makes.
 
...I had to spend my free time for playing the game micro managing my in game items because of the 10% module change coming in and the inability to click a button, pay a fee and have the game move my ship...

With an entire galaxy to get lost in, it would be very nice if we could pay an in-game service to move specific ships to specific locations.
 
But you already can store ships and modules - you buy a ship and put it in a hangar. as for modules you can also sell any module and then change ship and equip that ship with that module

don't agree with storing cargo at all as it could seriously knacker the markets

Oh and storage and taxis I expect you want these all free and not to have to cost you?

You can't "store" anything. You can leave them parked in stations and log out. But they're not in your property. It's like parking your car on the street or inside your garage. And the modules? don't make me laugh. That's not storing anything, that's a "temporary cache" on the station, as soon as you leave it, it's gone.

As for cargo... where's the problem? As long as cargo space is reasonably limited, you won't be able to harm anything. Say... 10 million cred. for each 100ton. of cargo storage avaliable. 1000t Max. Would it be useful? YES. Would it do any harm? NO. But most of all, would it make sense being able to move cargo among your ships? OH YES.

And of course, everything should have a price. And quite expensive, if we intend to buy a hangar big enough to store an Anaconda. At least half the price of the full ship, plus options. If you want module storage=pay. If you want cargo storage=pay. If you want it in a spaceport near the core in a high tech world=pay even more. Wouldn't you like being able to have a walk around YOUR hangar full of ships?
 
...We need the basic game mechanics that have been around in the ddf implemented before any new additions are added.

To use the house analogy we now have a house and fd are moving the furniture in but they decided to built a swimming pool in the back garden when we don't have the toilet plumbed in and the bed is stuck in your living room.

Well said. :)
 
Well said. :)

Btw the ship moving and module storage is a small issue. The biggest issue that's been a problem since beta has always been the criminality system. That should have been a top priority and not powerplay especially since powerplay adds in new hostility mechanics that are unsuited under the current criminality mechanics.
 
2) I wasn't complaining about the Haulers price - but the need to buy&sell the Shuttles just to move every single Ship by principle.

It would be nice to have some sort of galaxy-wide ship rental service while FD implements the transportation of ships:

Rent a ship at the station you're currently at. It would be small, have no cargo space, loadout unchangeable, unarmed, but with huge FSD, fuel tank and fuel scoop. Just what is needed to get you to your destination quickly.

When you arrive at your destination, you give back the ship, pay the fee for however many hours/days you used it and get into your other ship (or buy one).
 
I moved all my ships into Empire space, last night. I had a 'conda, a clipper and a python all sitting in Fed space, so I moved the Python and 'conda to Eotienses which is near enough the where I want to be.
I will bring the Clipper down tonight.

It is time consuming but still fun, flying 200Ly in an A-spec hauler to swap and sell it to bring the other ship back.
Better doing it now before the 10% module loss happens.

That will just leave my Battlewinder up in BPM 87242 which is too far for me to be bothered to get.
 
I personally don't understand the big fuss of the %10 change or having to deal with ship transportation (or lack of). Although i mentioned making a similar trek and understand at least the headache people get of having to be inconvenienced, i appreciate the realistic mechanics of ED. I see peoples screen shots or claims of millions of cr's acquired over time and then hear huffing and puffing about losing on some of that fortune. While newcomers are here sweating about barely covering insurance costs. This kinda sounds like those who complain about playing in open then getting murdered. There are alternatives, but i suppose we have to anticipate the nature of the beast we call ED. We cant have our cake and eat it too gentlemen.
 
3 hours... Every time I move my whole fleet, it took me about 8-12 hours, and I have done it twice....

It's a choice you make, nobody is forcing you to move ships...

"It's a choice you make" isn't really a valid defense of overlooked game features in the design of the game. It was his choice to get a fleet of ships because the game allows for that, and even has mechanics for it. It wasn't his choice to micromanage their transport.

Imagine, if you will, trading by selecting each and every unit of cargo you bought and sold. So to fill up your 494 tonnes of space you had to buy each unit individually 494 times, it'd still be your choice. It wouldn't mean there wasn't a glaring oversight in design there.
 
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