Unpopular opinion: Odyssey should introduce personal teleporters

But like I said: Ship and FPS should be considered separately. While I already struggle with ceaselessly mashing one button to rule them all to get any place - I certainly wouldn't want to mash that button to join some shootout somewhere.
 
But in both games you can change your kart/car, and in both the tweaks are instant. You don't have to wait a few days for the mechanics to order the parts, install them and test them. Because that isn't niche gameplay, it isn't elite, it isnt hardcore, it isn't interesting. ED doesnt have that either, because it would be stupid. iRacing sets itself apart with its driving model and such. All the parts that set it apart have direct gameplay consequences. Some like it, some don't. Same with ED's flight model, module damage system, power management and so forth. Far more convoluted than, say, NMS, but that is fine.

The issue with ED is that some of the 'realistic' bits are neither realistic nor lead to any sort of gameplay. There is nothing wrong with going for a less casual approach, but at any point the question should always be:"what is the intended fun here?". That fun may only appeal to a minority, that itself is not a problem. But if you go back to the DDF, what we currently have was not what anyone envisioned or wanted. Because what we currently have is daft. Tons of interesting, niche, dangerous, challenging et cetera ideas were pitched for long-distance travel. I'm all for that.

But we have none of that. And anyone who has a reasonable normal set of brains would readily concede that what we have now is not 'quintessential Elite', not what the original discssions were about, not what anyone at the time pitched as interesting or fun, not challenging, not realistic. It is just not fun in any way you look at it.
I agree with a lot of that. Long range travel does need to be more hands on. Point and click for hrs on end something that the simplest bit can do IS poor gameplay imo.... But the answer I will never feel is fast travel. Indeed imo one of the ever dwindling highlights of ED is imo the feeling of being out in deep space

Take colonia. The reality is it is technically the same as every other place in the game. The REASON it is interesting is the commitment to get there and once there the commitment to get home.
That is gone with your suggestion (it's going as it is but that is a separate argument).
The suicidewinder argument is imo an exploit. One I am sad that FD never fixed but it IS an exploit and I would rather keep it that way than make it accepted game mechanics.

So sure I agree FD desperately messed up the exploration and travel part of ED. It was expected to be perilous and the journey to sag a was meant to be a long long term project done by player cooperation not done in under 24 hrs whilst still in gamma.

To each his own however :)
FD will do what they want and what you or I think ultimately won't matter 1 jot. I suppose if some of the influencers who advertise the game for FD take umbrage it may make a difference but most of them imo embrace streamlining the game I imagine because it makes making interesting videos easier
 
No, but sometimes there is a good reason for certain mechanics, because they just work well for the flow of the game. Save games, for example. Simplified maintenance, loading, unloading - anything that would realistically take quite some time. And, of course, travelling and fast-travelling. These aren't tropes but mechanics to make games accessible. Or would you want to sit in the cinema for days just to see how the action unfolds in a movie in real time?
Personally I would be all for some loading and unloading times as well as repairs. It would add extra risk reward considerations when playing. Do I risk going for. 300k bonus pirate bounty a d risk having to repair ship for 10 mins thus making me lose an early delivery bonus on my cargo.....
Obviously not talking real time just an in-game nod. BUT the important thing here would be a huge improvement to the mission system so that whilst you are waiting 10 mins for repairs and loading you can take on a local security patrol mission using a system security ship (set load out) or deliver a ship to a local system or what ever.

There should never be time sitting looking at a screen counting down, there must always be stuff you can do which furthers progression BUT I am fine it not always being exactly what you want to do at any given moment esp if it is because you banged your ship up
 
Even though I personally dislike the idea of teleportation very much, I wouldn't be too bothered by one of these solutions that might address the OP's point of view:

1 - Players could login to any station where they have a ship parked. So if you have a ship in Colonia you could login at Colonia, and then login in the bubble if you had a ship in the bubble. But the ships themselves remain where they are unless the played flies them or orders a transfer. In practice, this is mostly the same as the OP proposes but in slightly different wording, except the player needs to have a ship in the intended login destination, instead of just having been there once.


Instead of this, they should add multiple commander slots on same the account. With shared credits and engineering unlocks.
That way if you get tired of the lone wanderer exploration commander out in the black, you can just log over to your other commander in the bubble.
 
I'd be happy with the option to log in to where I have a ship stored. BUT, that would probably mean a return to using Sidewinders as bookmark. On the other hand being able to login to ships with specialist loadouts held at different locations would IMO greatly benefit my gameplay YMMV.
 
For example. Going from Colonia to the Bubble is pretty much hands-down no-contest the most boring experience in gaming, in the history of gaming.

Why on "Earth" would you go to Colonia if you think it is so boring? Colonia is supposed to be a remote place.
There are tens of thousands of systems for you to visit in the Bubble.
Why waste your time going to Colonia, and then start complaining on the forum how boring it is.
It's baffling! o_O

Oh and with the insane ranges of the current FSD drives, you can jump almost anywhere within the bubble in one jump, with the right ship and synth boost.
 
I used to be firmly in the "Keep the scale of the galaxy" camp and was strongly opposed to adding anything that reduced that scale. But then FDev introduced the FSS, SCA and now FCs, all of which drastically reduced the effort involved in exploring the galaxy or even just traveling around the Bubble. But I simply don't use any of them - and my enjoyment of ED is undiminished, even enhanced, when it comes to exploring new systems - so I see no problem with adding fast travel. It would just be something else I pretend doesn't exist.
 
For the obvious reasons that pretty much every other game has them. It can be implemented easily; when docket at a station you can teleport to any other station with a shipyard you have previously visited.

How about no. There is no teleportation technology in Elite. If you want to play with teleportation try Star Trek.
 
How about no. There is no teleportation technology in Elite. If you want to play with teleportation try Star Trek.

And even there it is very limited.

Let's imagine adding teleport technology to this game. You break the lore. Suddenly everyone can be everywhere, and everything can be transported instantly(if you can transport something as difficult as a living being, then surely transporting other things is trivial).
Anything remote becomes centralized.
Say goodbye to space truckers, passenger ships, mining ships(just setup a mining hub that instantly teleport ore everywhere), etc etc. And this in a game about flying space ships..
Terrible idea.
 
You have hundreds of fully engineered Corvettes and fdls scattered all over the galaxy? If not, making those four jumps in your example would still be faster.

Oh, ask me how many times I was attacked by PvP players on my journey to Colonia. Or how often in Colonia in general, given I am based in scary Robardin Rock?

Let's be real, this won't have any of the impact you pretend it does. :)

The isolation of Colonia form the bubble would not be maintained after your proposal, it could not be. Really has nothing to do with PvP, I think you saw that as I mentioned PvP players and Colonia as 2 examples. However if you want a PvP example, if the current state of "war" between 2 player groups mentioned in another thread existed with your ruleset, then PvP would have something to do with Colonia as players could teleport there to get involved in the war, if they had been to Colonia before. Something they could not do today.

You could argue it has opened up new gameplay. You could argue as I do that it reduces the importance of travel, as I would argue. Why not just have a menu at the beginning, when we choose the mode let us choose which war we are going to join, do away with travel entirely? Its really about the same mechanic.

Oh by the way how many times were you attakced by PvP players on the way to Colonia? I hope the answer is 0 otherwise I really am missing some action in Open.

However I would rather ask you how many unique sites you saw, how many times you damaged your ship, if it was a whiel ago how many binaries nearly killed you? Thse seem more relevent questions for the exploration/long journey task. Your question is like asking how many black holes did you see in the BGS War the other week.

I really do not want to play your "travel by menu" game, I purchased Elite, argured for Supoercruse in the DDF, because I believe travelling is vital componernt of what Elite is.

So respectfully asking you to shoew some respect for the origins of the game, if you want me to get real.

Simon
 
I get it, space is hugely mind bogglingly big. I'm not sure teleports fit into the lore of elite.

Also, "because everyone else is doing it" is never a good enough excuse for me.

I do, however, find (yes I'm going to invoke another game's name) the NMS portal system intriguing. Limited destinations (well not in NMS they aren't). You have to have an address of where you want to go, etc.

Can imagine the guardians having something like the Iconian (from star trek) portal system.
 

Robert Maynard

Volunteer Moderator
Fleet Carriers mate. You can log off in the Bubble and log back on in Colonia the following day.
FCs are a slow-motion teleport.
Except that they take time and effort, from some players, to fuel and move. Teleport would take no time or player effort at all (other than visiting a location once, per this proposal).
 
Except that they take time and effort, from some players, to fuel and move. Teleport would take no time or player effort at all (other than visiting a location once, per this proposal).

I'm not seeing a huge difference, to be honest. If I get passively transported to Colonia by FC or by teleporter I'm still in Colonia without any personal effort.
 
Fleet Carriers mate. You can log off in the Bubble and log back on in Colonia the following day.
FCs are a slow-motion teleport.
I totally agree.

FC you need to own one - so 5BCr worst off. To be honest if you have 5BCr in the bank, you should be able to do what you want and can using the FC within its game mechanics. 24 hours verses seconds, fuel and the time or cost of fuel for the carrier and 1/7th upkeep I suppose is the difference. It requires some interaction between FC and passengers to come to a deal to make the win-win. So in that sense I quite like carriers.

Alternatively. after I got the above FC to take me there, instantaneous for me, I do not even need the FC to bring me back. Just leave the ship out there for when I need to do stuff in Colonia again.

FCs have the advantage they will also transfer my ship, but why would I use after the 1st?

Other MMOs do have teleport, but they have some limits on it, cooldowns, need to fuel the spell etc.

Also if FCs are a slighlty slower version of instant teleport (and I think there is more too them than that), why do we need insta-teleport?

Cheers
Simon
 
Instead of this, they should add multiple commander slots on same the account. With shared credits and engineering unlocks.
That way if you get tired of the lone wanderer exploration commander out in the black, you can just log over to your other commander in the bubble.

Personally, I'm perfectly fine with things as they are in this regard. I always seen ED as game about a person trying to make a living in the golden age of space, whatever path he may choose. I have absolutely zero issue keeping things as they are now, in fact, from a personal point of view, I would also get rid of "telepresence" and any similar stuff.

But I do understand there are some who think differently and was just trying to suggest some kind of possible compromise that might address their desires and wouldn't feel so "cheaty" in regards to the game's "spirit" (if there's such a thing). Not that it matters anyway, it's not my game so I don't have any say in this :)

Multiple commander slots like you suggest would probably be the best solution of all.
 

Robert Maynard

Volunteer Moderator
I'm not seeing a huge difference, to be honest. If I get passively transported to Colonia by FC or by teleporter I'm still in Colonia without any personal effort.
One takes time and requires preparation and commits the player to the journey itself and the specific destination. The other requires neither - and would allow the player to location hop near instantly around as much of the galaxy as they had visited (all it would require is to relog).
 
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