Would storing ships with cargo unbalance game?

I would definitely suggest instead to have the possibility to buy storage containers at stations...

We can stock modules, let me stock 1000 commodities so I can store my onion head, hutton mug and my limpets!!!
It could also be very usefull when in the middle of a Boom Delivery Mission you need to swap your ship (for example you accepted the mission with a Type 9 but the destination outpost got only medium pad, yes that happened to me already and I had to abandon the mission and pay the fine for stealing goods...).
 
Wait, what? How is cargo storage related to P2P? By the way, you can move to another ship with cargo following you.

Yes, because you, the pilot == the ship == the cargo. Which is why when you're in a fully loaded T9 getting in your cobra is dimmed out and prevented: the ship no longer has the cargo capacity to store your stuff.

The game is designed in an OO paradigm. Makes expanding the OO paradigm implemented easier, but it baulks any attempt to change the paradigm implementation to another one.

Elite would have to separate out a lot of objects and redo the heirachy graph to make this "simple change". Debugging? Get out of here. It would be practically a new early alpha Elite program.
 
Yes, because you, the pilot == the ship == the cargo. Which is why when you're in a fully loaded T9 getting in your cobra is dimmed out and prevented: the ship no longer has the cargo capacity to store your stuff.

The game is designed in an OO paradigm. Makes expanding the OO paradigm implemented easier, but it baulks any attempt to change the paradigm implementation to another one.

Elite would have to separate out a lot of objects and redo the heirachy graph to make this "simple change". Debugging? Get out of here. It would be practically a new early alpha Elite program.

Nothing of is even remotely related to P2P.
 
Yes, because you, the pilot == the ship == the cargo. Which is why when you're in a fully loaded T9 getting in your cobra is dimmed out and prevented: the ship no longer has the cargo capacity to store your stuff.

The game is designed in an OO paradigm. Makes expanding the OO paradigm implemented easier, but it baulks any attempt to change the paradigm implementation to another one.

Elite would have to separate out a lot of objects and redo the heirachy graph to make this "simple change". Debugging? Get out of here. It would be practically a new early alpha Elite program.
You the pilot = the ship = the outfitting but we don't have any trouble keeping modules (...the fuel, the ammunition, etc.) on our ship without having to dispose of all the ones we can't equip on our new ship first.

Bounties changed from "transfer when you change ships" to "stay with the ship" in 3.0 - turns out that making a game with object-oriented programming and peer-to-peer networking doesn't prevent that.

I'm not entirely sure what you think the OO paradigm is or how it works, but I can't come up with a plausible representation of ships and cargo that would allow the things we can currently do with cargo but wouldn't allow "store with ship". Hint: we can transfer cargo between the ship and the SRV, and the ship's cargo doesn't go away when we "become" the SRV.



There may be good gameplay reasons not to allow it - the interaction with ship transfer being the best so far suggested - but there's no evidence at all that Frontier *couldn't* do it if they thought it was a good idea.
 
You the pilot = the ship = the outfitting but we don't have any trouble keeping modules (...the fuel, the ammunition, etc.) on our ship without having to dispose of all the ones we can't equip on our new ship first.

Bounties changed from "transfer when you change ships" to "stay with the ship" in 3.0 - turns out that making a game with object-oriented programming and peer-to-peer networking doesn't prevent that.

I'm not entirely sure what you think the OO paradigm is or how it works, but I can't come up with a plausible representation of ships and cargo that would allow the things we can currently do with cargo but wouldn't allow "store with ship". Hint: we can transfer cargo between the ship and the SRV, and the ship's cargo doesn't go away when we "become" the SRV.



There may be good gameplay reasons not to allow it - the interaction with ship transfer being the best so far suggested - but there's no evidence at all that Frontier *couldn't* do it if they thought it was a good idea.

Exactly. All the stuff regarding ships, cargo, modules, materials, data etc. already is server based. P2P doesn't even get in the vicinity of it. P2P is just used to instance with other players, that's about it.
 
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The biggest thing I can see that would legitimately break lots of things is using it as a block transport. Buy 10x T9s and fill with cargo -> jump to system -> ship transfer -> sell cargo -> jump back -> ship transfer back & repeat. Would make trade CG's a joke. Blocking ship transfers would work but can you imagine how annoyed you'd be if you jumped 200ly then realised the ship you want to transfer had a limpet in storage, or a few tons of material.

This.

If I could, I'd buy a mega fleet of Cutters, and do nothing but bulk convoys in solo. If I could transfer 10,000 units of xyz at time just by flying from source station to destination station in a sidewinder, then paying a few hundred thousand credits to transfer all my cutters loaded up with cargo.. I sure as hell would !
 
I suspect the main obstacles would be technical rather than strategic.

If you take on a mission, the unique cargo goes into your ship and the mission fails if you lose possession of it again.
Seems like resolving that issue and changing the game so you could, theoretically, have 20 unique cargos stored in ships dotted all around the bubble might be a PITA to sort out.

Personally, though, I'm not keen on the idea that somebody could just load cargo/passengers onto a suitable ship, swap into a different ship that's more suited to travel or combat, fly to their destination and then transfer the ship with the cargo in it.
Seems like a good way to bypass 90% of the gameplay assossiated with running missions.

“You cannot store that (Unique) cargo.” - Problem solved.

I’ve proposed the solution to this numerous times. Simply allow people to purchase storage at stations, add a weekly fee, flat rate for a volume of storage plus 10% of the value of commodities stored. Don’t pay, lose the cargo. No cargo transfers, it’s your job to move it yourself
 
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