somewhere deep in this forums buried there was a player reporting a talk he had with one of the devs at lavecon on commodity storage - and the reason why it was missing and why they are not sure how to implement it (differently to modul storage), was, that they are looking for way to implement it withoout opening up to exploiting the BGS/manipulating the BGS. i can see, how you can exploit and manipulate the BGS with stored cargo, but not if you would limited it to 100-200 T of storage or less (besides i would i personally would actually like to tank or nuke influence with pre-stored commodities....)... but then, we also don't know everything about the BGS. that was the reason i read.
The scale of that would have to be phenomenal to be doable. Thousands and thousands of tons. I've traded so much and not seen influence tick in way out in the woods stations with very low traffic reports, or if it did change it was so mild, missions can do so much more so much faster. Or murder, or bounty hunting, or piracy...trading really doesn't do so little to influence (that I've been able to see or effect) that I can't imagine this is really a valid concern except in very rare edge cases (large player group coordinating in a small pop system). Aside from that, isn't there a daily influence change cap?
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I can only hope that Brett is referring to commodity storage (which isn't all that important to me, convenient, but whatever) on the undecided portion. Module storage is rather important...finding modules can be a real pain, engineering them even more so. My multicannons represent a huge amount of play time and effort, and now I'm kind of stuck with them unless I want to buy a couple of FdLs to store them on(and risk a server tick erasing them)...I essentially throw away 20+ hrs of invested gameplay in order to try out other huge weapons...not a good situation.
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