Engineers STORAGE :: what is it FD are afraid of?

I think the reason FD doesn't want commodity storage, is because it would make mining and fetch missions too easy to exploit. These missions seem to check what is in your hold and ask for something you don't already have. But if I was to store all my mined goods in a station, plus a few T9s full of everything else, I could then just sit in the station and relog fetch and mining missions for hours.
If this was a thing, I wouldn't do it, just like I didn't do Sothis poo relogging. But I guarantee that two hours after commodity storage was implimented there would be a thread about how much money could be made doing just this.

I still stick by my initial post, but maybe if storage of commodities wasn't free? had a fee over time associated with it?, certain things engineer commodities are free, but valuable above a certain limit it would begin to cost you, hiring guards whatnot?
 
just remove the commodities from the engineers blueprints, make it a little bit harder to find materials and everything is fine.
 
I think the reason FD doesn't want commodity storage, is because it would make mining and fetch missions too easy to exploit. These missions seem to check what is in your hold and ask for something you don't already have. But if I was to store all my mined goods in a station, plus a few T9s full of everything else, I could then just sit in the station and relog fetch and mining missions for hours.
If this was a thing, I wouldn't do it, just like I didn't do Sothis poo relogging. But I guarantee that two hours after commodity storage was implimented there would be a thread about how much money could be made doing just this.

If they can check what's in the hold then it would be possible to extend this to checking what's in storage.

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Concerning general commodity storage:

FD wants to prevent people hording goods and then dumping them at the right time.

Isn't this just the kind of extended, more complex game-play we all want?

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- there are stations with no large landing pads

- there are stations far away from entry point.

Storing larger deposits of goods at these stations would take more effort, and the use of smaller ships and longer travel times.
 
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."

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This has always struck me as a defensive, short-sighted and ill-confident strategy on the part of FDev. They should just maybe Git Gud ;)

Its not really about getting good.
They are very Good as Devs to be Honest.

But they have this Quirk which Unfortunately is very Common among Developers.
They Invest Hours, Days, Weeks, Months and Years into this Game. Along with their Heatblood and Feelings.
To most Devs. The Game they make are their Treasure. Their Everything.

And this also Leads to them wanting that People Honor it.
They want that People Treasure it like they do.

And unfortunately this often leads to an Bad Habit. That Devs want Players to Play the Game exactly like they Planned for it to be Played. They want the Players to use exactly the Systems and Ways Provided by the Devs.
And they really Dislike it if Players find ways around their Planned Paths. Or if Players Refuse to use certain Paths and rather attain things in a Path they Prefer than to use the Preset Paths the Devs set for them.

The Big Reason why Dark Souls got Away with being Extremely Hard. Was because they pretty much allowed the Player to use whatever Paths there was. They Prepared several Paths for you. And any Path no matter how you did it. Was Rewarded Equally.
If you lured Enemies all around into a Ditch you got the Exp and the Kill. You used an Hole in a Wall or an Position at some Place to Shoot at an Enemy from the Outside. Full Reward.
You did not need to Follow any Rules. Because no matter how you Won. The Game said. Cool Idea heres your Reward.
They went so far that Importand Loot Spawned on the Cliff if you let an Enemy Fall down there.

Dark Souls is the Radical Difference to the most Games here.
Because in other Games. If you did stuff like that. For example the Enemy going off a Cliff. You not only did not get the Kill. You did get no Exp and no Loot either.
Killed an Enemy from outside his Movement Area where he could not reach you ? Or Shoot him in the Back when he Overstepped his Area Limit ? Well no Exp for You. And sometimes even no Loot.


This is what FDev is doing here as well unfortunately.
They want you to Play this Game the way they Planned you to Play it.
So they Systematically close any Holes in that to make sure that you cannot get around using it this way.


From the Combat System to the Economy to the Reputation.
In all Aspects of the Game. Anything but the Pre Planned Path is Nerfed and made Unusable. While the Planned Path is Highlighted by Additional Rewards.
 
Sunleader, your example is a bit off.

With commodities storage, FD wouldn't close an existing hole they find unpleasant, but they would have to work actively and invest their time to create such a hole! Why should they do so, if they find the outcome undesirable?

I even think, your analysis is a bit unfair to FD. What about the unknown artifacts? Their ability to shut down stations was probably meant to be an unfortunate side effect that players unknowingly cause and that the community can work against by gathering meta alloys. I am not sure, whether they initially would have thought of players so devilish to deliberately UA-bomb stations in order to cause chaos just for the lulz.
Nevertheless, this mechanic is still in the game and even promoted by the introduction of UA-resistent cargo holds and "free" UAs at alien crash sites. The devs have taken a player idea they were surprised from (but which they liked) and invested development time to make it part of the game!
 
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Currently we HAVE commodity storage. Many people use 2nd account to store commodities in large freighter. Groups use "inactive" accounts to do the same. Only single player with only 1 account are unable to store commodities. A general commodity storage would just enable all players to use it. And there are many things that FD can do to limit usage of commodity storage:

1. Let us pay a fee for storage space. Let us rent "space" and pay - if we use it or not. Like cargo racks you should have a number of slots that you can rent in stations and fill with the cargo racks we currently have. Different number of slots for different stations. Outpost: No slots, Coriolis: 1 Slot, larger stations: 2 or 3 slots. Planetary: 4-5 slots. This would limit the total amount of stored commodities.

2. Make it rare. Only a few stations should offer storage

3. Introduce the risk to loose the complete cargo if the stations has "problems" (UAs) or introduce "random thiefs". For planetary stations you should be capable of shooting the station and pirate the stored commodities (at least part of).

Ciao, Udo
 
even if its limited to 100 tons of storage per station, and we need to 'rent storage space' like we would have to in real life. its a pain having some mats for the RNG,eres that i have to keep dumping when i want to change to smaller ships.

or it could be a total number across all stations, like with module storage. you are allowed to store 100 tons across the entire galaxy.
 
Im working my way though the engineers at the moment and the lack of commodity storage has not been an issue for me at all. Apart from when i had 50t of bromellite in my hold but hadnt got an Alioth permit needed to unlock Bill Turner, but i sorted that. It just requires a little preparation and planning.

But im sure if we post enough hysterical megathreads the devs will react in their usual way...
 
Nobody cares about BGS, exploits etc. but for ED sales. There are a lot of players bought a second account just to be able to store engineers’ commodities.
 
Sunleader, your example is a bit off.

With commodities storage, FD wouldn't close an existing hole they find unpleasant, but they would have to work actively and invest their time to create such a hole! Why should they do so, if they find the outcome undesirable?

I even think, your analysis is a bit unfair to FD. What about the unknown artifacts? Their ability to shut down stations was probably meant to be an unfortunate side effect that players unknowingly cause and that the community can work against by gathering meta alloys. I am not sure, whether they initially would have thought of players so devilish to deliberately UA-bomb stations in order to cause chaos just for the lulz.
Nevertheless, this mechanic is still in the game and even promoted by the introduction of UA-resistent cargo holds and "free" UAs at alien crash sites. The devs have taken a player idea they were surprised from (but which they liked) and invested development time to make it part of the game!

The Example apparently serves well enough to explain my Point :p


As for the UA Bombings.
Well. Yes and No. Dont forget there was quite a bit of stuff about this as well.
FD (for now) decided to Tolerate it.

But right away we also got the Engineers which bought ways to protect your hold from this.

So it might very well be that in a month or two. FD makes an Announcement that by now all Stations which accept UAs. Now also have Improved Cargo Storages so they dont take Damage from UAs.
In Short they ARE annoyed by this. But decided that they can Solve the Problem within the Story and thus dont need to take any bigger actions ;)
 
They could make storage available only for engineers commodities. Those are always sold cheap everywhere when you want to get rid of them and it would be a quality of life thing.
This whole thing is just obstinacy on FD part. They nerf and listen to the community in things that are ok, or shouldnt change as often or as much, but in things like this that really compromise the fun you have in the game they behave in such an obstinate way.
It´s vexing.
 
Perhaps we could have a transfer feature of commodities to the Engineer bases. They could offer a small storage facility that you can only draw upon to complete blueprints and not returned to the players cargo ergo no effect on the local economy.

There could be a fee levied as per module transfer. It is slightly irksome to have different commodities on me all the time whilst i gather what I need for a single trip to see the Engineer.
 
I don't think anyone wants Engineer Specific Commodity Storage in order to sell them later for profit. We want this ability so that when we are awarded Telemetry Suites, Articulation Motors etc.while doing missions, we can drop them off at the Engineer base of our choice for later use!

Thats it!

Having to constantly dump these commodities when we want to change ships always feels like an incredible waste of resources and our time! Nothing worse than having to jump all over the bubble trying to gather up these very same commodities a few days later when we decide to upgrade a new weapon or module! The fact that we can store all the other required items but not Engineer specific commodities makes no sense to me, and looks more like a design mistake than a deliberate omission.

Whatever the reasons.... Commodity storage for Engineers needs to be added! If FD is seriously worried about players using them to game the market (a ridiculous notion on its face), then give them a permanent ZERO resale value if they are stored at an Engineer base! Problem solved!
 
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I don't think anyone wants Engineer Specific Commodity Storage in order to sell them later for profit. We want this ability so that when we are awarded Telemetry Suites, Articulation Motors etc.while doing missions, we can drop them off at the Engineer base of our choice for later use!

Thats it!

Having to constantly dump these commodities when we want to change ships always feels like an incredible waste of resources and our time! Nothing worse than having to jump all over the bubble trying to gather up these very same commodities a few days later when we decide to upgrade a new weapon or module! The fact that we can store all the other required items but not Engineer specific commodities makes no sense to me, and looks more like a design mistake than a deliberate omission.

Whatever the reasons.... Commodity storage for Engineers needs to be added! If FD is seriously worried about players using them to game the market (a ridiculous notion on its face), then give them a permanent ZERO resale value if they are stored at an Engineer base! Problem solved!

I agree with you
 
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?

They are litterally afraid of offering the player an actuall market. The same as they're so afraid of bug and mechanics fixes.
 
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)

They could just limit the storage to engineer commodities. That way you cant store biowaste, narcotics, or unknown artifacts.
 
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)

Unless you're also going to make it appear by magic, you still have to acquire it to begin with. Same with your 1,000 tons of painite. As for 2,000 tons of biowaste I could deliver that somewhere in a couple of hours tops in a T9. UAs are probably the best one of all - unless they're going to handwavium their own mechanics, storage involves delivering them to a storage locatiion, at which point your storage facility should be going offline.

Regardless, ALL of that can be solved by simply adding a 'storable' flag to only those commodites that the storage facility is required for.
 
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)

There is a daily limit to how much a CMDR can affect a minor faction, and another cap on how much it can be affected per day total.

This is a non issue as far as minor faction rep goes.
 
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