Apart from the obvious, that we could store some item and sell at a enhanced price somewhere at some point in the future, what is it FD are so concerned with about a limited amount of in-game storage?
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Right first time, from what has been said by the Devs previously (back to the DDF threads).
Concerning general commodity storage:
FD wants to prevent people hording goods and then dumping them at the right time.
I don't think FD should try to prevent this. It is a part of the real world and should be part of the Elite Universe too.
They should introduce storage costs to counter this and perhaps some sort of sales tax and then let the market regulate itself.
Perhaps they need to tune the mechanisms somewhat after that, but I think it will work out just fine.
But perhaps the server load would become to high, or perhaps there is other technical stuff that might cause problems. I have no idea about that.
Concerning engineer commodity storage:
This is something completely different. THis type of storage must be implemented asap.
It is necessary to repair currently crippled gameplay. People are held hostage in their freight carrying ships because of the engineer commodities. This must change.
FD could introduce restrictions to prevent abuse:
1. Engineer commodities can only be stored at engineers.
2. Only engineer related commodities can be stored
3. Once a commodity has been stored at an engineer it can no longer be sold at a regular commodity market. You can only sell it to the engineer if you no longer want to use it to modify a your ship.
4. One might even add the rule that engineer commodities can only be sold to an engineer for modest profits, or even at cost price.
Rules like this will prevent abuse.
Thanks for your reply CMDR.
I guess the key term then here becomes, "limited" (storage), given we can "hoard" 720 tons of cargo in the hold of a Cutter, what real harm or effect could having 1000 or even 5000 tons of storage space?
How much CR is it really possible to make if we could store 1000 or even 5000 tons of anything?
Here is some proof of what goemon is stating:
http://i66.tinypic.com/oiaz6f.jpg
.
The last 5 days is the effect that several hundred CMDRs smuggling illegal booze into a blackmarket has on a system.
I agree that it would do no harm at all.
I would be fine with only a storage for engineers related commodities.
This is absolutely fundamental to improve our gameplay experience and give us back our freedom.
What also would help to improve the experience is making pirates ignore engineer related commodities.
I stripped my Vulture to be able to carry commodities for engineer upgrades.
My Vulture is now unfit for heavy combat because of this, but as soon as I have a tonne of engineer goods on board I get attacked by numerous elite pirates in FDL, Pythons and Anacondas. This is incredibly annoying because my stripped ship is too weak to survive most of these never ending assaults.
i don't think CR is the main thing, more minor faction influence.
give me storage for 1000T of painite, 2000T biowaste and 2000T of narcotics or unknown artifarcts, and I'll rule a system without ever leaving the station.
i personally would like that (storing influence, storing negative influence), but i can also see why FDEV don't want that.
from another thread:
http://i66.tinypic.com/oiaz6f.jpg
imagine i could do that alone with my stored commodities (and i could, looking to the high population of that system and the low tonnage of that rare CG)
is this really such a massive issue for the BGS?
per 100t per month
- there are stations with no large landing pads
- there are stations far away from entry point
having storage would make manipulating these stations very easy. up to -30% influence by blackmarket sales have been reported - and we are talking about probably ~1000 T.
same goes for heavy influence push-ups with painite (pure profit -> max. effect in influence). it is a problem to mine 1000T of painite, but it is no problem to mine 1000T of painite over several weeks month.
use your second account to store another 1000T ....
can't sell them in the station? great! i'll take the surface port next to the station. etc. etc.
it would make amazing tradewars in my opinion, but i clearly see why FDEV wouldn't want that.
i'm just bringing it as an exampel, why it is more complicated than it looks.
people tend to judge problems by their own playstyle (what do i need outpost access for? who is flying to station 50k ls away anyways? why can't i have all missions available all the time?)
Its very simple to be honest.
The Devs want to force you into using all content they create.
All of this serves but one purpose.
Which is to force players into NOT playing only their favored job but play as many different jobs as possible.
This does seem like great game-play to me CMDR, and another layer of complex planning and immersion also ... "Then we are left with the issue of high value goods. Though I would say if you are willing to go through the time commitment of mining 5000 tons of Painite or gathering that many UA's you should have some additional influence on the BGS, or maybe get a medal or something from FDev."
i personally would like that (storing influence, storing negative influence), but i can also see why FDEV don't want that.
it would make amazing tradewars in my opinion, but i clearly see why FDEV wouldn't want that.
Apart from the obvious, that we could store some item and sell at a enhanced price somewhere at some point in the future, what is it FD are so concerned with about a limited amount of in-game storage?
absolutely. to quote myself:
... imagine the outcry on these forums, when a lockdown in a CG is triggered by a massive sell of stored illegal commodities. or when player group influence is nuked. or when somebody "blackmails" (RPing) these forums... "I have stored 5000 unknown artifacts in sol. i'll release hell and sell them, if not...".