They changed the number of UA's (sorry, I forget the new name) needed to cause a station to malfunction... upping the number... but it's items like these that are the issue.
Black market goods to cause negative bgs effects... etc. The whole bgs system would be susceptible to these types of station bombs... and this is primarily a case of player faction vs. player faction conflicts...
idk... how much of a benefit would it really be, anyway? Once a while useful, I suppose... but seems pretty minor and not sure it would be worth a full rework of the bgs in order to allow it. Perhaps in time... something akin to the feature will develop... for when u might need it once in a while...
o7
Well with the ability to store cargo in the stations could open a bunch of new possibilities, for example, converting modules from "module" storage to cargo, and put them in your hold so you can carry your alt builds with you, and then back to module storage when you get to the other side. OR purchase modules in bulk that you plan to use for other ships, put them in the hold of your cargo ship and haul them back to your home station.
another possibility is the chance of destroying ships dropping a damaged but intact module for salvage, you scoop it up take it back to base, look at it the stats, think
A) "Hey this looks like a good mod, I'm keeping this." pay to have it fixed up and put in module storage for later use.
B) "This module is a piece of crap, I'm gonna break it down for materials." Salvage/break it down and receive material rewards for it.
C) "I dont want/need this module but it could be worth something." Put it in Cargo storage and look for a place in need of said module and will pay a better price for it, then take it there.
So you're right in and of itself it doesnt seem like it could be useful, but if made part of a larger gameplay revamp, it would become vital.
Part of being a trader, especially in other games is looking for the right price at the right time. With Cargo storage, traders can actually hold onto inventory and then when conditions present themselves in the right system, they can capitalize on it.
I don't see that as a problem, I see that as what should be an integral part of the game and what makes trading "sexy", trying to find that great deal, that great trade.
It would also open up the ability to eventually, assuming it's still Fdev's goal, to having a player run economy. You can't have an economy that's "on demand", players would have to be able to have inventory to create a player run economy.
Last edited: