All ships should have 4 ton cargo space by default (no racks needed) - Here is why.

This is a brilliant idea that would fix many things for several different types of ships.

And for hedgemuppet with the idea of a standard fuel scoop. This is a very good idea as well. If every ship was fitted with a 1E fuel scoop, it also wouldn't hurt anyone.
 
I like this idea a lot. I find it a terrible workaround at the moment to have to swap out some module for a cargo rack just to turn in a mission; and the other reasons OP give are also pretty good. You have my vote.
 
I'd like this for a couple reasons:

- Can accept cargo-giving massacre missions in a warship that's full of hull reinforcement
- Can put a limpet controller on ships without having two give up *two* slots to use it (Controller *and* cargo rack)
- Slight boost to trading; it could certainly use some love.
 
Hello, RadioActiveLobster. :)

No, no it isn't. Go to your corner.

This made me laugh like a dog. Never mind the main topic, you get rep just for this. Ha ha ha! :D

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As far as the main topic is concerned, I'm struggling to see a down side. The arguments you've given seem sound enough and - as you say - it's not really going to interfere with anything in any particularly noticeable way.

I'm also thinking that - if anything - it actually adds a tiny bit of depth to the early game: you start off in tiny ships where you don't have to worry about cargo space, then later on, it becomes an element you have to consider and build for. That seems more like better design than not.

Considering further, it seems logical for every ship to have a certain minimum space available, even if that space is only found by gaffer-taping canisters to wall-mounted fittings in rooms normally used for something else.

I'm also thinking that this has humanitarian implications for rescuing escape pods. The fact that suddenly, no matter what you're flying, you have the option to do this seems like a very good thing to me.

It also means that no matter what, if you run across something valuable but illegal, you'll always have that temptation in front of you, no matter what. From a perspective of early-game players 'finding' their characters, this also seems like a very good thing.

+1, definitely. :)
 

NecoMachina

N
I like this idea a lot. I find it a terrible workaround at the moment to have to swap out some module for a cargo rack just to turn in a mission; and the other reasons OP give are also pretty good. You have my vote.
This reason alone makes this a great idea to me.
 
This is a brilliant idea that would fix many things for several different types of ships.

And for hedgemuppet with the idea of a standard fuel scoop. This is a very good idea as well. If every ship was fitted with a 1E fuel scoop, it also wouldn't hurt anyone.

hedge... muppet? well, I wouldn't call him a muppet, but anyway.... I jsut also though of the old game, and it had some tradables in grams, it was always another option when you were full up to buy gemstones or whatever in grams, why not use that mechanic and not even need to have full tonne spaces?
 
I completely agree with this. Repair limpets are going to have limited utility because of the lack of module space in the existing exploration ships.

You can barely fit a DBX with the essentials for exploration, so forget a repair limpet controller. You can almost fit an AspX with everything you need, but you end up coming a module slot short, as demonstrated here. My options would be to go shieldless, SRV-less, or without a DSS. None of those options sound appealing as an explorer.
That leaves the Anaconda. Best jump range in the game, huge ship, and tons of optional module slots. That's the only exploration ship that can fit everything you need with the addition of the repair limpet controllers.

Another solution would be to combine the ADS and DSS into a size 2 module rather than two size 1's. This would free up space for a cargo rack in the AspX, meaning that there are now two exploration ships that can use the repair limpet controllers.

This feature seems to be aimed at the explorers among us, but with the current module slots on the existing exploration ships, only the Anaconda is viable if you want a repair limpet controller in your fit.

I was thinking you could combine the Adv. Scanner and DSS into a size 3 module instead. Obvious downside is that you use up one module slot more than two size 1 slots, but MOST ships don't have two size 1 slots anyway. For the AspX, you could just put the SRV (which is in a size 3 anyway) in a size 2 slot, the exploration scanner in the size 3, and have a size 2 to play with, which still wastes a size slot for a tiny limpet launcher.
 
Not a terrible idea overall, but I'd have that number lowered down to 2 tonnes which is the max an SRV can hold.
 
Just get a cargo rack?

While I get what you are saying, I think this will only result in further along someone going 'we need more then 4 ton by default since we can't have x y z in cargo at the same time in combat ship'

Add that Elite is a game that wants you to make choices, this doesn't seem to advocate that?

Except that the main issue I have is being forced to spend a minute of my life in the outfitting screen finding and fitting a cargo rack just to turn in missions. If someone wants more than 4t of cargo space they can fit a rack. But I gurantee you none of these ship designers have your cargo hatch open up to a solid wall on the other side until you fit a cargo rack. This is an g spaceship and there's no Honda Civic sized space for me to put some mission crap?
 
Upon rethinking this, I don't like it. If anything, I'd say perhaps the srv module should come with enough storage to take in what the srv/s can carry.
 
So I've been thinking about this for a while but the recent addition of repair limpets make it a necessity in my opinion.

I think all ships should by default have 4 ton of cargo space even if you have no cargo racks installed. Installing cargo racks just lets you add more space. If you want a lore friendly explanation they are just stacking boxes in the hallways and any flat space they can find. -


  • This would avoid any issue with not being able to make limpets in deep space in your explorer vessel that doesn't have any cargo space (See this thread)
  • It would avoid the issue of turning in missions that give cargo rewards (since they never seem to be more than 4 ton anyway) in your combat with no cargo space.
  • It would let you pick up canisters from destroyed ships in your combat (at least a little, still have to manage what you want).

Now some will say it'll upset the balance at the low end (Sidewinder, Eagle, etc...). My response to that is do you honestly thing an extra 4 ton of cargo space is going to upset the entire progression system for new commanders? No, no it isn't. Go to your corner.


Thoughts? Comments? Feedback? Insults?

You smell of elderberries.

But yeah, nice idea providing if and when we get legs FDev can represent the cargo somewhere whilst it's not in an official cargo rack.
 
They shouldn't all have a 4t cargo hold. Different ships should have different sizes by default, like fuel bays. Sidy: 2t fuel, 2t cargo, Asp: 32t fuel, 16-32t cargo. All ships need a base cargohold, but bigger ships should have a proportionally larger one.
 
The lore explanation doesn't work for me. You don't just stack things in the corridor in a zero G environment where you are likely to be flinging the ship around. But ok, i can handwave anything away, another explanation will do.

But no, i don't think this is necessary at all, and especially not for repair limpets. We've lived 3 years without repair limpets and its not like they are necessary additions. Like always in ED, you make your choices with loadout and accept there are choices and sacrifices to be made.

If we say its required for this, then we start saying its also required for other things. (yes, the old thin edge of the wedge argument).
 
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