Should ship transfers have a time delay or not?

Should ship transfers have a time delay or not?

  • Yes, ship transfers should have a time delay.

    Votes: 673 74.9%
  • No, ship transfers should not have a time delay.

    Votes: 226 25.1%

  • Total voters
    899
  • Poll closed .
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How about a cooldown of X hours after the 3D printing of 1 ship?

I am not a fan of the 3D printed handwavium explanation. If you can only transfer to stations with shipyards and therefore every shipyard has a 3D printer capable of printing every ship, then why can't I buy every ship at every shipyard?
They surely aren't keeping old fashioned stock of new ships with that Anaconda sized printer sitting in the basement.

Ship transfer means your real ship is being transferred from one station to another station. And the current plan is that it is to be done by magic. Of course as science trumps magic it must really be a stargate in the bowels of every station, but because it is top secret we are still out there flying around in our legacy FSD powered ships. MAGIC.
 
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I've been swayed on this one. I think there should be a delay as otherwise it completely negates the different jump ranges for different ships.

In mitigation I'd like to see a 'send ship to' option which would effectively reduce the delay. At point A you could 'send ship to' point B, then continue on your own course, direct or not, to point B.
 
. Of course as science trumps magic it must really be a stargate in the bowels of every station, but because it is top secret we are still out there flying around in our legacy FSD powered ships. MAGIC. [/SIZE]

Which takes us back to my argument that instant transfers do away with any balancing features regarding FSDs, and they should just put in wormholes or hyperspace tunnels or something in any system with a station. From now on FSD's are only relevant to explorers and miners.
 
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I am not a fan of the 3D printed handwavium explanation. If you can only transfer to stations with shipyards and therefore every shipyard has a 3D printer capable of printing every ship, then why can't I buy every ship at every shipyard?

Intellectual property rights - rights restrictions?
 
Which takes us back to my argument that instant transfers do away with any balancing features regarding FSDs, and they should just put in wormholes or hyperspace tunnels or something in any system with a station. From now on FSD's are only relevant to explorers and miners.

It does not. What it does do is expose the Commander who flies a jump range maxed ship while traveling, when he could have been safer in a hardened ship. Traveling gets more dangerous, for the benefit of having your ships transferred later.
 
It does not. What it does do is expose the Commander who flies a jump range maxed ship while traveling, when he could have been safer in a hardened ship. Traveling gets more dangerous, for the benefit of having your ships transferred later.

Nah... all you need is a ship with a long jump range and basic defences. You'll be bouncing from system to system so fast you'll rarely if ever encounter someone, and even if you do you'll high wake before they can get into position to interdict you. There'll be big fsd's for jump ships, miners, and explorers, and tiny ones for everything else, coz why would you need an intermediate one when you no longer need to balance guns and jump? If the argument for instant xfer is convenience, it'd be even more convenient and no more loss to just give every ship maximum jump range and remove fsd's completely.
 
It does not. What it does do is expose the Commander who flies a jump range maxed ship while traveling, when he could have been safer in a hardened ship. Traveling gets more dangerous, for the benefit of having your ships transferred later.

Because I will be so much more fearful of losing a throw away Hauler over my 300+ million credit combat ship.
 
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I've been swayed on this one. I think there should be a delay as otherwise it completely negates the different jump ranges for different ships.

In mitigation I'd like to see a 'send ship to' option which would effectively reduce the delay. At point A you could 'send ship to' point B, then continue on your own course, direct or not, to point B.

Exactly. If you can initiate the transfer anywhere - even in space - then the delay could be a relative non-issue. You should be able to see an ETA for the ship in your cockpit, so you can continue to play in your current ship, then try to arrive at that station at the same time. Immersion intact.

It arguably still leaves somewhat of a balancing issue, where everyone is flying explorers everywhere and just dispatching their fighters/traders via transfer. Not sure there's much can be done about that.
 
Exactly. If you can initiate the transfer anywhere - even in space - then the delay could be a relative non-issue. You should be able to see an ETA for the ship in your cockpit, so you can continue to play in your current ship, then try to arrive at that station at the same time. Immersion intact.

It arguably still leaves somewhat of a balancing issue, where everyone is flying explorers everywhere and just dispatching their fighters/traders via transfer. Not sure there's much can be done about that.

If there is a delay it doesn't matter if you are "sending to" or "sending from". There's still a period where you have to entertain yourself while you wait.
 
But on the previous poll, only approx 25% were in favour of a full delay. So, even if someone only wanted a 10 second delay, they would be in the vote for a delay camp.

Both pollls had their issues, this one just different issues.

But yes, its quite clear a lot of people want a delay. I'll just refer back to my point of how a delay (even a 1:1 delay) makes little difference for a vast majority of scenarios.

But on the previous poll, only approx 24% were in favour of instant. What next? We instantly teleport ourselves to any port in the galaxy? Why bother flying anywhere at all.
 
So, wait, why do we have multiple threads about this issue appearing, and why aren't the mods redirecting them all into the megathread?

Or is this one of those instances where the Mods are simply refusing to do their jobs because "One rule when it's something we don't care about, and another when it is"
 
Want FDev's stance on any in-game logic for Instant Ship Transfer?

Skip to 1:16:00

http://laveradio.com/lave-radio-episode-121/

Now you know...... deliberately no in-game logic to check if ships have FSD or Fuel scoops to be transported any distance.

- - - - - Additional Content Posted / Auto Merge - - - - -

Want to hear Sandro's summary on Instant Ship Transfer?

Skip to 1:21:00

http://laveradio.com/lave-radio-episode-121/

Now you know...... he does not care that it isn't realistic.
 

Nothing in your post means that you need INSTANT transfer.

How often do you move your base of operation?

Even with a delay moving ALL of your ships in parallel is going to be amazingly convenient compared to what you do now.

A 'rapid transfer' system rather than an 'instant transfer' system where perhaps a single ship can get there twice as fast a player controlled ship would still meet your needs.

In your case where you have multiple ships (5 or 6 more?) transferring all of them at the same time even with a delay will seem like an instant compared to what you are used to doing, but it will also keep everyone playing the game happy (well as happy as we ever are).



Well spotted Batman. I neither care either way, delay or instant.
I come here to fly spaceships, that's what I enjoy. I also enjoy my own personal narrative and some of those more creative narratives by other players and groups of players..

The mechanics of certain gameplay elements matters not a jot. In movies we call them plot hooks, red herrings, macguffins, montages, etc and so forth, ad infinitumums.

Anything that gives me more time to fly spaceships and amuse myself with bad genre jokes, than sitting reading spreadsheets, organising fleet battles, running corporations and managing stations, or handballing my entire fleet of purpose built, dedicated and functional ships across the galaxy just for one cg; is a good thing by me.
Flying spaceships. That's what ED is all about.
Anything else is just fluff.
 
Want FDev's stance on any in-game logic for Instant Ship Transfer?

Skip to 1:16:00

http://laveradio.com/lave-radio-episode-121/

Now you know...... deliberately no in-game logic to check if ships have FSD or Fuel scoops to be transported any distance.

- - - - - Additional Content Posted / Auto Merge - - - - -

Want to hear Sandro's summary on Instant Ship Transfer?

Skip to 1:21:00

http://laveradio.com/lave-radio-episode-121/

Now you know...... he does not care that it isn't realistic.

I wonder if he'll care that his choice is against the wishes of ~80℅ of the playerbase.
 

Jenner

I wish I was English like my hero Tj.
So, wait, why do we have multiple threads about this issue appearing, and why aren't the mods redirecting them all into the megathread?

Or is this one of those instances where the Mods are simply refusing to do their jobs because "One rule when it's something we don't care about, and another when it is"

Believe it or not, the mods are not out to squash discussion on the forum. Of course things like this are judgement calls and we are all simply human, but in general when threads are sufficiently distinct they are not closed with redirects to the megathread(s).
 
I agree with the idea that ship transfers should take time.

HOWEVER let think out the NEXT STEP.


Let's run through the development logic.

instant ship travel means you move location from stored position to current position. Job done. Development revolved around the GUI and updating the ship databse(?)

Allowing ships to be delayed to simulate travel time.
Generate algorithm to gauge time.
Countodwn in the menu?
But what about Progress on the galaxy map? Do we need a hotkey? a new function in the map to show off and zoom into that location.
Does the BSG now need to constantly be updated with the "current" position - so no long a ticking clock, but a moving target. (won't people complain if it goes too fast, to slow - the game AI/devs are cheating)

So now we have to have route planning, per ship and several plots for large distances.
Will we be able to see the ships ingame.
Can we shoot them down?

how many more weeks will this add to 2.2 to develop?
 
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