Engineers Seriously Considering Not Playing Until Storage Is Available In Stations

FDEV have said this
"we don't want players to be tied to their own base or storage facility, this is Elite, we want the players to go forth and explore, move around, spread out."


...lol... move out and explore , what in ONE SHIP , that's set up too Explore Mine Bounty hunting Rares/Trading, Smuggling , wow what an all purpose ship , can I have one :)

The reality is FDEV , too go forth and Explore, is all I wanted too do , but trying to move my other ships out with me , is the issues, as first I have to fly one SHIP too the system , THEN I have too buy a small ship ,FLY BACK to the other ships, then repeat and rinse over and over Until I have all my ships where I want them , Of course , having CARRIERS in the game would mean I could put all THREE ships TRADER EXPLORER FIGHTER inside the Carrier, which can act as storage as well , and go forth and explore, move around, spread out.


 
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Seriously? You were aware the game didn't even have engineers a week ago right?



Issue is storage and by default ship movement, and the 'IDEA' from FDEV , that having storage means some sort of 'BASE' , thus players may not move around as much, this is only true, if the STORAGE is FIXED ( like a station)

FDEV'S are not thinking this though , Storage/Movement are linked yes very true. But ! Elite is a SHIP based game , So allow a 'SHIP' to be the storage while helping in movement , this is what a Carrier would do, very well
 
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* Storage module
* RNG reworks.
* Tools to search materials.

Here main works for next update.

I think if we had storage and tools to search for materials, the RNG wouldn't be such a big deal. I've come to terms with the fact that they want most of the game to be based on randomly generated adventures, if they just took some of the monotony away, it wouldn't be that bad. I for one love the idea of Surface Scanners revealing the materials on a planet. That would lighten the load quite a bit. I hate having to come to the forums, use spreadsheets and databases from the community just because they refuse to put tools in game.
 
The saving grace in the past was "I can just sell all my stuff to switch ships/roles". Sure, it meant I had to abandon and restart any mining or trading if, for any reason, I needed to switch ships (at all pre-patch, to a ship with insufficient cargo* post patch); but it's not like there were super rare materials I could only randomly get that were needed for advancing reputation in a major portion of the game (engineers).

Now there are; and something that would have been really nice before is basically essential.

*How come I can't outfit a ship without switching to it? Even if I wanted to put a cargo hold in my vulture so I don't get up that precious meta-material I need to transport to the engineer 200ly away; I can't because I cannot change its load-out without switching to it, which I cannot do because it has no cargo.
 
Chrissakes.. all they have to do is increase the current storage limit. Say 100 of each item and make engineer components act as materials. That way you're not interdicted 9 times on a 12 jump run to an engineer with 3 micro-weave cooling hoses and you don't have to worry about all of your mission reward items being lost if you die.
 
Storage needed. period. Basta. Stupid not well thought out expansion. Period. Developers still in 1980's (guesswork). Lefthand work ( Lefthanders I apologize) RNG. Hahahaha. No ways. Npc's tough, Gud at last. Elite is Elite , but they are not abundant. Did I say RNG is bad.
I need to get sober :)
Cheers Cmdr's
 
I agree. It's a pain if I want to go to a compromised nav beacon, or to an anarchy system to do some combat, I get attacked by many ships cos I have cargo.
 
It's a fair point given Engineers can require commodities rather than materials. I've always felt that storage should only be a small amount so people don't start to game-work the materials so they can stockpile ridiculously to max through Engineer levels expediently, that said, if we are now collecting for specific longer-term quests (that sometimes require commodities), and different ships have different storage capacities, and there are different roles in Elite that require certain cargo space (mining/trading), seems sensible that even a limited commodities/materials storage would be good at any station you have a ship stored. So if you have a second ship somewhere, that opens up to storage.

FDev have said yes to storage as I recall from the 2.1 live feed, but I think it is important given that we are now encouraged to be less roamers with fraction influencing and Engineers to call in on. If we are to have localised gameplay, I think having spots which are bases by name opens itself up to logically having storage spaces, even if paid for at docks. As I've said before, it should be limited, given I imagine Merchants Guilds will not want Pilots Federations creating merchant stockpiles for distribution, but there should be some to make Engineer requirements and ship swapping a less frustrating/precarious adventure.
 
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I came back to the forum today to ask specifically about storage, and I see there is a thread here already.

Same story really, I had a few commodities worth 1,000cr total and I kept getting interdicted. It made RES very hard and Combat Zones impossible, as my ship with scrap parts was deemed "Tasty Cargo" !!

Later I had collected a few more, and I was sharing my engineer commodities (60T worth) between my Asp and my Corvette. But I felt like a RES would be a good place to find the parts I needed for the engineers, so I had to sell all the spare parts I had spent a week finding and collecting from different stations in different ways, just so that I wasnt attacked by the whole Wanted Enemy fleet as soon as I enter a RES.

I now have no special commodities, and I lost a fortune in the sale, but now I have to keep it that way until I have enough spare parts I need, and then I'm going to have to set off and investigate collecting engineer specific commodities all over again, and hope I dont get pulled for "TASTY CARGO" on the way there.

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There are a number of benefits to renting station storage space. For one thing, it means pilots can have commodities and materials (like painite) waiting in a station for when the call comes in for them. A daily charge would be enough so that people dont just store goods in every station in the game just in case they need them. This would mean I can leave my cargo with the hat-check girl, go do some combat, and return the same day and pick up my goods, for very minimal 100cr fee. If I leave my goods in there for a month, thats 3,000 credits; which is nothing compared to time in a combat zone, or even a single trade, but it would mean I dont have to spend ages looking for commodities, or bringing them back for specific upgrades, having made the journey out there to find out what those specific items would be.

If all of this is impossible to implement, then at least have a GTA style 'Garage' in a designated 'Home Base' - which would mean the player can only have one storage facility at any time?, but they can re-designate their home base on the fly.
 
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Module and commodity storage is now a MUST in this game. This should be at the absolute top of FD's list.


No, you just misunderstood how you should play the game regarding materials and commodities. FDev does not make mistakes, they just sometimes fail to communicate how the game should be played properly.
 
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