The Module Teleport Glitch

Robert Maynard

Volunteer Moderator
Yes, but that is exactly the un-fun mechanic I'm complaining about. It's not a fun gameplay loop to travel with a 20ly combat ship to all the engineers. You just do it so you can have fun doing something else. So it would be a good idea to make it a little less time-consuming, right?
How many of those modules don't fit in a ship with longer range? If the choice is made to travel around in a range compromised ship then that choice has a consequence.
 
Yes, but that is exactly the un-fun mechanic I'm complaining about. It's not a fun gameplay loop to travel with a 20ly combat ship to all the engineers. You just do it so you can have fun doing something else. So it would be a good idea to make it a little less time-consuming, right?
So don't fly the module to an engineer on a 20ly combat ship. Maybe fly it there on something with a longer range.

Edit: Ninja'd
 
Ship / Module transfers are ok for me.

It's rather the money than time, which is calculated in a very easy and, imho, wrong way.
Where is the difference when an external pilot flys a cutter or an eagly. The distance is the same. And the transfer pilot could have a realy nice party on board of my cutter.

So all in all, the ship transfer is ok within the bubble.
But when you went out to Colonia or even further and you want to get some good stuff or get your ships to Colonia... 61 hours and 81 million credits for a Krait Phantom. It is just to much!
Seriously, 1000 years in the future. Where is Amazon when you need it? I can order nearly everything online. 1000 years later, no successor? :D
Expecially, as this could be a good use case for having NPC crew, to allow them to move your fleet/stuff around. and this would also open up that if a NPC crew flew your ship, now jump range could affect transfer time.

but then we get a new problam, wehre is our crew locate, today, they appears to be tagging along, regardless if they are on our ship on not... so we risk having transfer times for our NPC crew if we are going down this route...
 
From what I can see, the opposition to removing module transfer times boils down to "it's not realistic." Lots of things in the game aren't realistic for the sake of what I assume is keeping the game enjoyable, which some of you seem really against for some reason.
It's not the ultra realistic simulation some of the community likes to make it out to be.
 
Last edited:
Yes, but that is exactly the un-fun mechanic I'm complaining about. It's not a fun gameplay loop to travel with a 20ly combat ship to all the engineers. You just do it so you can have fun doing something else. So it would be a good idea to make it a little less time-consuming, right?
Use fleet carrier to bring everything closer. However, I never used it for this purpose.
I solve it another way - I have pinned engine/fsd recipes, so 1st I do on new ship I make it jump/fly fast where I need, then visit engineers with ok engines.
Or you can always move to Colonia. Distances there are 1-2 jumps between everything. No need to change game when you have so many options for personal short-fly-fun.
 
Last edited:
Yes, but that is exactly the un-fun mechanic I'm complaining about. It's not a fun gameplay loop to travel with a 20ly combat ship to all the engineers. You just do it so you can have fun doing something else. So it would be a good idea to make it a little less time-consuming, right?
so that is the only option besides module transfer?

sounds a bit limited, what about putting the module on a ship that has a longer jump range? what about swapping out modules that big negative impact on jump range for ones that improve jump range?

there a plethora of options available and like most things, they all have their own pros and cons. and for many, these are part of the gameplay, making the good decisions,

I used to hate for a really long time to scoop fuel when travelling around the bubble, so when I knew I had to travel a long distance, I installed extra fuel tanks, so I just could travel to my destination without having to worry about refuelling.


And the game is filled with these kind of choices. what modules should you fit on your ship? what preferences do you have? and if you make the choice to make a no compromise ship for a specific task, it will perform pretty badly at other tasks... one such comprise is combat ships with shielded FSD and extra hull reinforcements etc, they make for slow travellers, but that is the tradeoff, if you expect to move around more, you will most likely not run an shielded FSD for example. You might even put in a Guardian FSD booster.


My combat corvette do 27LY, not really impressive, but if I remove the Guardian FSD booster and put on an Armoured Class B FSD, it drops to 10 LY.. and now that 27 LY looks pretty tasty, when you have a 130LY something journey ahead of you... or I can just put my new FSD, shield, etc on my Anaconda, that easily does 50 LY and will most of the time get there and back before my Corvette have even managed to travel to the Engineer.

If I want to prepare a bit ahead, I could buy more of the same modules, and when I visit the engineer, I can transfer the extra modules over for future use on my next visit,
 
Use fleet carrier to bring everything closer. However, I never used it for this purpose.
I solve it another way - I have pinned engine/fsd recipes, so 1st I do on new ship I make it jump/fly fast where I need, then visit engineers with ok engines.
Or you can always move to Colonia. Distances there are 1-2 jumps between everything. No need to change game when you have so many options for personal short-fly-fun.
this is very common way todo it.

so remote engineer FSD, Powerplant, Thrusters, etc
I also tend to pick up an Guardian FSD booster on my to the engineer also, if you have unlocked these...

jump to FSD engineer, put on experimental effect, on FSD and all other modules this engineer supports, so you need to visit Professor Palin, for that one for example.
Now it is qutie easy to take my new project to the other require engineers, for the special effects etc.


and if you are not min/maxing stuff, guardian Powerplant (~G4 overcharged) and Guardian Power Distributor (~g4 charge enhancd + extra power output from your PP) are for the most part ok replacements for testing a build out, without having to spend extra time on engineering these from the start...and then later swap these for engineered parts.
 
It was indeed. While the player-base will have changed somewhat it'd be presumptuous to claim to know which direction it may have moved without data to support the claim.

Not unexpected - as the poll indicated that 30% would be unhappy with the result. That an unintended bug offered players the chance to exploit free module transfer was fixed seems to suggest that Frontier's position has not changed.

always assuming they deliberately fixed the bug. That seems like no more than a 50:50 bet to me
 
So don't fly the module to an engineer on a 20ly combat ship. Maybe fly it there on something with a longer range.

Edit: Ninja'd
You can't fit an entire build to another ship. The Anaconda for example only has a single class 7 slot, so you can't fit two modules if you want to engineer, say, a Corvette.
How many of those modules don't fit in a ship with longer range? If the choice is made to travel around in a range compromised ship then that choice has a consequence.
I disagree. Why make your game less fun to play on purpose? The only consequence I have is that the game is wasting my time. It's not making it any harder for me, just more annoying.

And to all the people who suggest Fleet Carriers: Those things also take 15 minutes to jump. It's not exactly a time saver.
 
And to all the people who suggest Fleet Carriers: Those things also take 15 minutes to jump. It's not exactly a time saver.
This game is not about rush.
Some things are really time-wasters, like manual carrier fuel load. However, modules delivery is good as is.

If you remove all "time-wasters" you will get in result some battlefield and/or swtor. You have those games there, just play them.
 

Robert Maynard

Volunteer Moderator
I disagree. Why make your game less fun to play on purpose? The only consequence I have is that the game is wasting my time. It's not making it any harder for me, just more annoying.
Understood - there's no need to reach any form of agreement.
And to all the people who suggest Fleet Carriers: Those things also take 15 minutes to jump. It's not exactly a time saver.
Given that it can carry 200 modules and (from memory) 40 ships belonging to each CMDR aboard, many trips to the Engineer's base could be made at each stop.
 
Given that it can carry 200 modules and (from memory) 40 ships belonging to each CMDR aboard, many trips to the Engineer's base could be made at each stop.
Yeah every twenty minutes, swapping each ship at the carrier and landing at the base.
It's a huge time sink, you know it.
 

Robert Maynard

Volunteer Moderator
Yeah every twenty minutes, swapping each ship at the carrier and landing at the base.
Indeed - it depends on how many modules one wishes to modify - although only experimental effects require to be carried out at the Engineer's base, with careful pinning modifications can be carried out in just about any dock.
It's a huge time sink, you know it.
Many things take time in this game - it's a consequence of the size of the play area.
 
Indeed - it depends on how many modules one wishes to modify - although only experimental effects require to be carried out at the Engineer's base, with careful pinning modifications can be carried out in just about any dock.

Many things take time in this game - it's a consequence of the size of the play area.
Do you know how to discuss things or can you only communicate through condescension?
I'm familiar with the game, I understand things take time, it's just very inconsistent with what does and doesn't take time as I previously mentioned with refuelling/repair/trading.
Enabling instant module transfer would not have any meaningful impact on the 'realism' and would only serve to make the game less of a waiting game.
 

Robert Maynard

Volunteer Moderator
I'm familiar with the game, I understand things take time, it's just very inconsistent with what does and doesn't take time as I previously mentioned with refuelling/repair/trading.
It takes time because travel takes time, i.e. the module has to travel from the dock where it was stored to the dock where it is summoned to. Refuelling and cargo transfer don't take time (unless fuel scooping, of course), and never have - likely because players in general do them much more regularly than transferring modules.
Enabling instant module transfer would not have any meaningful impact on the 'realism' and would only serve to make the game less of a waiting game.
It would effectively allow ships to be instantly transported - store all modules from a build, travel to a dock where the same hull can be bought then teleport in the modules and outfit the new hull.
 
Enabling instant module transfer would not have any meaningful impact on the 'realism' and would only serve to make the game less of a waiting game.
It will.
Are you saying....that 64 hrs I waited my FSD delivered from Colonia is nothing special? And would not have impact on the game if I get in no-time?
 
It will.
Are you saying....that 64 hrs I waited my FSD delivered from Colonia is nothing special? And would not have impact on the game if I get in no-time?
Yes that's exactly what I'm saying, you'd be enjoying your FSD rather than waiting 64 hours.
Glad you're getting it.
 
Yes that's exactly what I'm saying, you'd be enjoying your FSD rather than waiting 64 hours.
Glad you're getting it.
You don't get a thing...
imagine I want that 20 of top shield booster which can be done in Colonia only.
What I do normally? 2-3 hours to get there, then 63 hours deliver modules from bubble to Colonia for big price. Engee that there, 2-3 hours jump back, wait 63 hours + even more price to deliver it back.
What you ask ...is that I will spend 3 hours there, 3 hours back and will have 20 of those shields boosters in no time / price. Ready to kill.
No, that will not work.

If you don't like to wait - go play another games. Plenty of them with 15 mins instant fights.
 
It takes time because travel takes time, i.e. the module has to travel from the dock where it was stored to the dock where it is summoned to. Refuelling and cargo transfer don't take time (unless fuel scooping, of course), and never have - likely because players in general do them much more regularly than transferring modules.
Okay, so why doesn't transferring 784 tonnes of cargo to a station take any time? Or repairing a Cutter sized ship? Or refuelling? I could go on.
These should all take time because travel takes time right?
It's because that would be no fun waiting hours/days each time you docked at a station, much like it's no fun waiting that long for modules to transfer.
 
Okay, so why doesn't transferring 784 tonnes of cargo to a station take any time? Or repairing a Cutter sized ship? Or refuelling? I could go on.
Because no game play on it.
Modules transfer balances other parts of the game, so you can't start bloody sheds just because it is too much time to get best from Colonia.
 
Back
Top Bottom