Station Cargo Space, would you want it ?

Would you like to see station inventory/cargo space ?

  • Happy as it is.

    Votes: 15 11.8%
  • Cargo tier slots as per OP suggestion.

    Votes: 15 11.8%
  • Unlimited space (could possibly bust the markets?)

    Votes: 6 4.7%
  • Limited cargo space

    Votes: 22 17.3%
  • Other (please explain).

    Votes: 6 4.7%
  • Yes to store ship modules in stations

    Votes: 61 48.0%
  • No to store ship modules in stations

    Votes: 2 1.6%

  • Total voters
    127
Is this a feature we will see ? I did do a google search but not much came up on the subject.
I think it would be good to do slots for stations depending on the size of the station as to how many slots we can have and each slot has a size limit if the station supports it. Just like we do our cargo slots on our ships, each tier gives us a set amount of cargo per slot and the tiers can be set by the functionality to each off the port/station.
What are you're thoughts on the subject and what would you like?
 
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FD have said no as it will screw up the background simulation when 6 players decide to dump the 100000T of imperial slaves onto one market all at the same time
 
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Why would someone need something like that?

Also, storage for ship modules seems a bit unrealistic to me. The storage space in a station is far too limited and precious to be wasted like that, except maybe it was a paid service.
 
Give us temporary storage, where the goods are lost (or auto sold) when undocking.

That should be enough to allow us to switch ships or outfitting without habing to clear our cargo.
 
Temporary storage is needed badly. I mean its rediculous that i can store a whole ship, for free, at any shipyard, for as long as i want. But i can't store some goods while i change ships.
 
Yes. Cargo is needed really badly so that we don't have to sell everything on our ships when we buy a new one and we could then simply store and swap as needed. Plus, this would allow someone to have a "home" base which is sorely lacking.
 
This is hard.

FDev don't seem to want a connection to the real economy.
I can't buy 50 million credits for 20 bucks.
You can't sell me your anaconda.

All in game transfers of Credits is via goods.
You have to physically transfer 50 million credits worth of Palladium.

There is a crew "Olivia and Co" trying to put together a Bank. And good on them.
This notion of in game cargo storage would go a long way to facilitating that.

And that's the problem with all these notions of storing Cargo or ships modules or being able to transfer ships to other players (steal even):
Is that they enable a connection to actual real money. "Pay to win" - as they say.

And I believe FDev do not want that.


So yeah - I would love cargo storage and module storage.
But it has REALLY big implications.
 
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A) module storage is beyond overdue, and required before abt module tax is implemented.

B) I think a system for transfer from ship to ship is important, but it'd get silly to store it indefinitely.
 

Deleted member 38366

D
I think the Ship-Ship transfer Option would be a solid benefit without opening any can of worms concerning Exploits.
I often find myself with Cargo I don't want to part with - but just temporarily in the wrong Ship. Sometimes a mere few tons, but those block me from changing Ships.

Other than that, it would probably also help to have a Mission-based storage for example.
Often I find myself docked in a Small/Medium Ship at another Station, looking for a specific Mission. And as my luck goes, I suddenly spot an elusive, intereresting LongRange Mission (requiring upto 200tons Cargo space).
Well, can't take it - despite suitable assets I have are a mere 10-20LY away. Can't hop back and return, as the nice Mission will be gone of course.
Hence, I can't "reserve" it to pick it up in the proper Ship 10min later.

Equipment storage (living in a System that just isn't stellar HighTech on Outfitting) is something I'd definitely look forward to have.
And with the varying Equipment Stations can have (I assume whenever they enter or leave a Boom state), it's often frustrating not to find a certain Fuel Scoop or other stuff that I know was there days ago. Often fairly basic things.
Same for some Weapons that just "come and go". At times, very painful - these times always feel like the good ol' dreaded "Galactic Equipment Lottery" from old Beta days :rolleyes:
 
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I have a second account for the express purpose of being a "warehouse".
But in practice it has been too hard to make happen.

Got my son to fly one ship and transfer stuff a couple of times, but he's only eight and it's harder than Lego Marvel Avengers.
 
This is hard.

FDev don't seem to want a connection to the real economy.
I can't buy 50 million credits for 20 bucks.
You can't sell me your anaconda.

All in game transfers of Credits is via goods.
You have to physically transfer 50 million credits worth of Palladium.

There is a crew "Olivia and Co" trying to put together a Bank. And good on them.
This notion of in game cargo storage would go a long way to facilitating that.

And that's the problem with all these notions of storing Cargo or ships modules or being able to transfer ships to other players (steal even):
Is that they enable a connection to actual real money. "Pay to win" - as they say.

And I believe FDev do not want that.


So yeah - I would love cargo storage and module storage.
But it has REALLY big implications.
Which was the one reason I suggested limited cargo, 100-200 units (even 50 would suffice) to be able to store stuff in isn't going to break anything game related imo, transffering stuff between pilots is the issue of you're concern there.
Especially if they decide to introduce some form off crafting, it would be nice to be able store that, or even to save some modules that are highly sought after for a ship you intend to buy. Or even fly to a station to buy a module for a ship that cannot dock there, as other have stated, will help with module tax too if you're like me, I'm always swapping around mods and trying different setups in all my ships.
 
No argument.
It would be great to store any amount of stuff.

I just dont don't think it's going to happen.
FDev want us to keep drunken pencil notes about where to find A rated collector limpet controllers.
They like that you can't have your ship in every configuration without schlepping across twenty systems.
Lots part of the challenge.
 
No argument.
It would be great to store any amount of stuff.

I just dont don't think it's going to happen.
FDev want us to keep drunken pencil notes about where to find A rated collector limpet controllers.
They like that you can't have your ship in every configuration without schlepping across twenty systems.
Lots part of the challenge.

That's not a challenge, that's just bad game design. I hope FD realizes this and decides to change it.
 
We have players who think being limited to 200 ships is an inconvenience. The hoarders among us would fill up any space given, then moan they could never find anything.

All these items require real life database and storage space to accommodate. That ain't cheap and the larger any database is, the slower it performs.

Let's just have a space caddy instead who follows us in a workshop equipped T-6. "Hmmm, an FDL with three sidewinder escorts. Oh Benson, fit the beam lasers and multi-cannon, there's a good chap."

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Give us temporary storage, where the goods are lost (or auto sold) when undocking.

That should be enough to allow us to switch ships or outfitting without habing to clear our cargo.
That's the way it works now. Once you leave the instance any modules sold off will disappear. Until you leave you can get the sold items back.
 
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