I'm actually thinking of taking break mainly because of this matter. I've upgraded my bigger ships and don't like the idea of binning loads of commodities just because of poor design/mechanics.
Wonder how long till FD sort?
Commodity storage, at least for commodities required by engineers.
~ spend hours of gameplay to build and pimp big ships by engineers.
~ Storage full of rare and useful commodities for engineers. Plus have enough $ to enlarge your fleet.
Gameplay stop at this point, because it is not possible to purchase or move into smaller ships.
Annoying to read on mission-board "ship too large" or "required cargo space".
The Game force you to trash hours of grid and gameplay, because the only way to enjoy the game again is to discard, rare and required, commodities.
Sure, you can Store souped-up modules, and downgrade the modules build in your Corvette or Cutter and start your trip to the engineers, to collect modules for small ships and lower the material and commodity storage.
And after a while it is maybe possible jump in the next smaller ship.
Gameplay backwards ?
It should be possible to move into a smaller ship to fullfill a offered mission or purchase a freight ship and enjoy a trader mission.
I suggest keeping on nagging about what players want but without that repeated "they ignore us!" whining. They did ignore us. Sometimes for GOOD reasons, sometimes for less. Nonetheless we're the consumers, not the creators, we can just advise..
To make my point clear: Get a stop watch. Read the 2.2. change log aloud. Write down how long it took. Now imagine, that was only the time to say "finished this, finished that".
Can I add the proviso that I think "Material" should have storage, but not necessarily all commodities? I know they're treated the same in the game, but I'm so tired of having half my cargo hold taken up with material that I hope might come in useful later.
FD wants you to figure what will be useful later instead of hoarding everything you come across.
Option 5: remove all the required engineer commodities from the blueprint.
Option 6: make commodities linked to engineer like "resource" with for example, limit 200 (more or less).
But at least, a storage commodities should be good also ... maybe for 2.3
And if I decide just 10T of stuff is useful, I have to carry it around until I finally use it? And in the meantime I can't hop into my Eagle or Asp as they have <10T of cargo space? And in the meantime, any Wanteds treat me like I have a huge glowing target on my rear end?
And this is by (good) design?