Why can we not select one of our ships to start with at beginning of play?

Woopie do. I paid for Kickstarter $300 to support to have this game made so you can play this game. So buying another account really not out of line and buying Paints and kits for the other account not out of line. It helps support future upgrades for this game. Unless you don't want to support the game?
This is a purely subjective matter of course. Nice to see you supported the game that much, but it does not justify buying everything twice as reasonable. There should definitely be a fee, as that new CMDR uses up server storage. The micro-transactions should be a one-time thing though. Especially, as you can only ever use one ship at a time. Paying twice for everything (especially cosmetics) just feels way over the top and is a business model that tends to drive off, rather than attract potential customers.

Both accounts are not connected with each other which prevent most Exploits. The Ops idea has a lot of holes in it and it hurts the game.

I would rather have Frontier let us Merge our accounts into one but still keep them separated. This will eliminate any exploit two sperate account has. At least with this idea, it supports Frontier future upgrades and has no exploits. So you can have 1 ship in the bubble while the other ship at beagle point.
Exactly what I meant. I have no issue paying for an additional CMDR slot for an account that shares no progress and can't interact with another, but as mentioned above I do have an issue with the need to redo all of my micro-transactions a second time. In fact, if I could buy multiple slots like that, I'd probably buy at least two additional, maybe more in the future.

By the way - with the current implementation of wing missions, the biggest exploit is very much "exploitable" by having two separate accounts. So that argument has already gone out the window... :(

People you are going it not going to hurt the Galaxy vastness. Ok, let look at this. Boy, you all must be blind. If they add a station to beagle point and use this bad feature Or if you fly back to Jaques. Guess what you cut that Galaxy vastness in in 1/2 or 1/4 depending on the location. That is a BAD move. Part of the Vastness is flying back. It not teleporting back.

If funny skilled players now can get to beagle point in 7 to 15 hours. That within a day. You are all asking for an instant mode. When it so easy to get to that location in such little time.
The OPs suggestion is indeed too easy. But I don't see how a trip back to the bubble from Colonia via a transfer system is diminishing the scale of the galaxy when said trip takes over 60 hours, in which you can't play the game. Beagle point would likely take over a week (assuming they would implement a shipyard there and you've been to it once)... That is certainly not making it exploitable either.

My point is, that sometimes I go on a trip to Colonia, and then want to head back to the bubble, but real life gets in the way. This kind of system makes the game more accessible in balancing life, and the enjoyment of the game. It also encourages players to spend more money on ships and engineering (so you don't have to transfer your ships after you).
 
As many have pointed out here the features of the game needs to be set out within the games own version of realism. It is a game where travel time needs to be taken into account when doing something. At the same time we have teleprecense, we have ship and module transport that takes a lot less time than it would take any of us to travel the same amount of distance and we get ferried back to the nearest station upon death, be it by how the ship escape pods works (we know that the ship has these) or if it's search and rescue service that picks you up. I am certain that we can within these parameters come up with something that will fit us all. It could be called taxi service or it could be called instant teleportation with a coold down.

For me to be able to travel back and forth using taxi service would be nice.

This reminds me of GTA 5 online (another game with a grind that makes you wish for death). Before you could buy a garage or even an apartment to have your cars in you would have to call a cab to get you anywhere if your car was lost. If your car was destroyed while you were in Blaine Country you had the choice of either walking to the car insurance lot or take a cab.

My DBX does that and a Ist class cabin too!

Nice, how did you reach that range?
The point is that sometimes you just want to skip the traveling and just do what you came to do and in those cases you should be able to use "taxis" for instance.
 
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Robert Maynard

Volunteer Moderator
It would still be a vast galaxy. You would not be able to go anywhere that you hadn't already travelled to before in a ship.

.... however, once one had left a Sidewinder at any chosen location, one could travel to that location instantly.

The scale is retained because you still need to jump somewhere in a ship in order to be able to access that location at a later date.

The scale is lost, in my opinion, when the CMDR can teleport instantly between predefined positions (over 200, given the number of ships that can be owned by a single CMDR - and a stripped Sidewinder only costs 12,570 Cr. - so there's no large investment required when procuring "bookmark" ships).

The flexibility is that you don't have to come back in order to do something else.
As someone who opposed instant ship transfer and somewhat regrets the doubling of base FSD ranges, I firmly believe in retaining the scale and do not feel that it is lost by the proposal.

Not everyone shares that opinion.

This is not going to get your ship to Colonia or Beagle Point any faster.

Not the first time, to any location with a Station, no. Every single time thereafter - absolutely, simply log out, log in to ship that was transferred to Colonia, play on - no travelling, no cost, no delay - instant....

This is not going to allow you to teleport to the latest CG without taking a ship there first.

A few strategically placed ships in the bubble could ensure that one's required distance to any CG located in the bubbly was not very far at all.

That is not going to help you counter the Thargoid menace or repair stations without taking those ships to where they're needed.

It would permit players to pick and choose, on a whim, whether they wanted to log in to a ship ready to repair a nearby station or a ship in a completely different location.

Now that's out of the way, let's look at potential exploits.

Not really out of the way. However, lets....

We've already dealt with the cargo exploit.
If you log out with cargo in your ship, that's the only ship available to log back in to.

The current system is simpler.

The materials exploit.
Well, this is a magic macguffin as it stands so we can make it work however we want.
My suggestion would be to split materials storage into two parts.

You'd have the current version of materials but you can only access that when you are docked - that storage is permanent and cannot be lost. If you prefer, we can make that storage only accessible at the brokers and at engineers, although remote engineering would require access from all docks.
Then you'd have materials storage on each ship.
The materials you gather with that ship stay with that ship until you dock and transfer it to the shared storage.
If you lose the ship before you do that, you lose the materials on the ship.
You won't get instant unlocks from special materials like Guardian parts without bringing them back to the bubble first.
You won't be able to instantly use that Technetium you just hoovered up without docking somewhere first.

All raw or manufactured materials and encoded data travel with the player's avatar, i.e. the CMDR. They cannot be lost on destruction and are available anywhere the CMDR is.

I very much doubt that the introduction of the potential loss of newly acquired materials would be well received, nor the stipulation that one must dock before one can use them (I would expect that Explorers would be particularly affected by that).

Missions, and anything else on the Transactions tab are linked to the ship in the same way as bounties.

Missions are linked to the player avatar, i.e. the CMDR - as changing ship is possible when holding missions.

You can only perform and complete those tasks in the same ship you took the mission with.

A quite unreasonable restriction.

And finally, exploration data. That is stored with the ship until you hand it in from that ship.

Another quite unreasonable restriction.

Any other exploits to deal with or are we solely falling back on the feel of the game and immersion?

Space is big. We need to travel to where we want to do something. Not all players agree with that. However, given the lack of teleportation for multi-crew, i.e. the use of the handwavium of unlimited range telepresence to facilitate new multi-player gameplay, I don't see that Frontier would introduce it now.

As for parking Sidewinders everywhere, how exactly does that help anything?

In order to truly take advantage of the proposal, you'd need a lot of ships. Specialized ships for each type of gameplay that you like to engage in, quite possibly more than one of each. Likely engineered to get the most out of them.
That is a significant investment of time and effort.
Those specialized ships can then maximise your time doing what they were built for instead of shlepping back and forth whenever you decide to switch gameplay style.

The ability to instantly relocate to the dock in which any ship is stored, plus the ability to transfer ships, would mean that, with a little pre-planning, the player could log in to one bookmark ship, summon desired ship, log out, log in to previously deployed ship of choice for the particular use case then play on. In short, the proposal could remove all but trivial travel distances for any player that had been playing long enough.
 

Robert Maynard

Volunteer Moderator
Can somebody please explain the 'strategically placed Sidewinder' exploit?
What benefit is gained from doing that?

Simple, really.

Place (by summoning them from a cheap place to buy them) Sidewinders around the bubble (and any distant location with a dock) by travelling to a dock once (and once only).

Subsequent visits would be instant, i.e. log in in that bookmark Sidewinder.

With very little pre-planning required, and a few credits, ships of choice could be re-deployed to any bookmarked dock with no in-game waiting time, i.e. log in to the bookmarked Sidewinder in the desired location and start the transfer of the desired ship just before logging out (whether at the end of a session or maybe instantly log back in in any other of their ships with no waiting time or travel required).
 
Simple, really.

Place (by summoning them from a cheap place to buy them) Sidewinders around the bubble (and any distant location with a dock) by travelling to a dock once (and once only).

Subsequent visits would be instant, i.e. log in in that bookmark Sidewinder.

With very little pre-planning required, and a few credits, ships of choice could be re-deployed to any bookmarked dock with no in-game waiting time, i.e. log in to the bookmarked Sidewinder in the desired location and start the transfer of the desired ship just before logging out (whether at the end of a session or maybe instantly log back in in any other of their ships with no waiting time or travel required).

Ok, so let's remove Ship Transfer altogether. With ship selection at start up it isn't exactly needed.
 
I often wonder why we cannot select a ship we own at the beginning of play. e.g. I have a ship at Ceos and a few around the homeworld. I CAN jump in my Asp and travel back to Ceos to do missions but this takes over half an hour of play from me just to travel!!! WHY??? some say to keep the realism. Well, guess what... None of the concepts are real. Warp drives are not real!! It is a game and we are made to work at times as if it is a job. I do that during the day. I come tyo Elite to use my imagination and enjoy a game but there is just so much wasted time having to do 20, 30, 40....50 jumps to get somewhere. Why not just increase the jump range? Maybe allow us to jump a few hundred light years . That will open up the game a LOT! Also allow us, as I said at the beginning, to just select one of the ships we have parked anywhere in the game (we can imagine that we travelled to that location, rather than have to do it EVERY time!)

Sorry to go on but this is a great looking game that could be amazing with a few GRINDS removed. Lets leave the grinding for the day job?

Respect your right to this opinion but I don't agree with any of your points. ShIp transfer could maybe be a bit cheaper :)
 
If yore dead rich, you don't take your car with you on holiday, you hire one when you get there; or you own a property and a car is parked there for your use when you arrive. What's the difference with a ship? Or, book a passenger ride to the system that you want to go to. Maybe it takes half the time of flying there yourself so that makes it a bargain time wise. You can get ships delivered or transferred, why not Commanders?
 

Robert Maynard

Volunteer Moderator
If yore dead rich, you don't take your car with you on holiday, you hire one when you get there; or you own a property and a car is parked there for your use when you arrive. What's the difference with a ship? Or, book a passenger ride to the system that you want to go to. Maybe it takes half the time of flying there yourself so that makes it a bargain time wise. You can get ships delivered or transferred, why not Commanders?

Indeed, why not CMDRs?

.... but, if implemented (and I doubt that it would be as the CMDR in transit would be, in effect, "unplayable"), I doubt that it would take much less time for passenger transport than it would for ship transfer.
 
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