Ship transfer idea for our FDEV buddies...

Okay, so haven't posted much on the forums, I mainly lurk. I love ED, but recognise it has it some issues. Anyway, I was lying in bed last night after a session, and thinking about how FDEV can A) improve ship transfers and B) increase player interaction. It's a relatively small change (gameplay-wise, not patching-wise), but it could be a step in the right direction. Forgive the boring lawyer-style wording, I just want to make my idea clear.

Here's the idea:

- When a player (hitherto referred to as "The Customer") lands at a station and opens up the ship transfer screen, they put in a request to transfer their ship. This option would remain, however it would be a cheaper.
- The Customer has the additional option of putting out a contract to another player to move the ship for a higher price. Other players around the galaxy can access the transfer screen and bid on this contract. After a Customer-defined amount of time, the contract would be given to the player who put in the lowest bid (hitherto referred to as "The Contractor").
- The Contractor is then expected to complete the contract in a set amount of time (like any mission). If they fail to complete the contract in that timeframe, the contract automatically reverts to the standard "AI delivery", and the Contractor receives no reward.
- If The Customer was offline at the time of the bidding window closing, they would have the option to "Automatically accept lowest bid".
- If The Contractor doesn't accept the contract in a set amount of time, the next lowest bidder gets the contract.
- The Contractor would have to physically fly to the station where the ship delivery contract begins. This would prevent Commanders teleporting around the galaxy earning money on every contract.
- Possible option: If the contract is completed quickly, The Contractor could potentially earn a bonus (Customer-defined, or possibly Pilots Federation-defined).
- The Contractor would pilot the Customer's ship, while the Contractor's ship could follow as a sort of AI Wings companion.
- Contracts would be open to all players regardless of instance.

I'm not sure how all this would work if the Contractor was destroyed while piloting the Customer's ship. Brainstorm time.

Pros:
- Provides a lore-friendly way. of making it easier for Commanders to move their fleet around the galaxy.
- A small change in game mechanics that increases player-to-player interaction, making the universe feel more alive.
- An additional way for players to make money, particularly new players who want an opportunity to test-fly some more expensive ships.

Cons:
- I'm sure you guys will tell me plenty!

Anyway, just an idea. Discuss or disregard as you please.
 
I extremely like concept of players contract and ship hauling. Still it will require much larger ship or something called "carrier freighters' which can haul several ships, modules etc. Frontier should consider this path of development because this will open player to player contract, player trading and living economy.
 
I like the general idea of player contracts, and this would just be one useful aspect of it. An in-game authority could handle fines and such, and perhaps there could be levels of services to insure your little LLC.

But more on freighters: Wouldn't it be great if we could pack up our ships in containers and transport them all in a new Type-42 or whatever? It would be expensive, unwieldy and totally need its own dock. New external docks or dropoff points for the cargo?

Also: It's the year 3303. There has to be some way of securing these containers by now, right? At least for long enough that it's uneconomical to steal ship containers. Genetic locks for the ignition at the very least.
 
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