Allow station cargo storage.

So there have been times, when I needed to switch ships but could not due to existing ship having cargo and the ship I need to get into doesn’t support such cargo. Logically one should be able to switch ships with the option to transfer cargo or not. There is no reason switching ships should mandate taking the cargo hold contents with you. So giving that option would be the simple fix. Another option would be to have the ability to store cargo at a station. If we can store ships and modules we should be able to store commodities. Heck I’d even pay for the privilege.
 
So giving that option would be the simple fix. Another option would be to have the ability to store cargo at a station. If we can store ships and modules we should be able to store commodities. Heck I’d even pay for the privilege.

I'm for this idea but the fix isn't simple because FD didn't build in the capability at the start - otherwise it would have been done a long time ago.

One big reason why people get carriers, as clunky and messy as they are, is to get around this silly limitation.
 
Someone once said that cargo is essentially carried on your player's back not in the ship and because of this design, you cannot get into a ship that cannot carry the load your avatar is currently carrying.
 
Someone once said that cargo is essentially carried on your player's back not in the ship and because of this design, you cannot get into a ship that cannot carry the load your avatar is currently carrying.
Makes sense. The original plan was that we would only ever have one ship at a time.
 
But the plan went out the window long ago, and when it did - the concept of cargo as player storage should have been updated too. I would prefer cargo to remain on the ship as I think that makes a ton more sense, but whichever way is decided, something needs doing about it.

I once, as a newb, took a shuttle to my other ship for a spot of mining. Just a change of pace for myself. Got there and was told I coulnd't even get in the ship as my other one, 50ly away, had a couple of limpets in its cargo hold.
 
I believe that the idea that you could store commodities at space ports (perhaps even renting space for it) has been suggested for many years.

I don't think it would be a bad idea. It could work similarly to how storing modules works right now: When you store a module, it will be in the station in which you stored it. If you want it back, you have to either go to that station, or have it transferred to your current station (at a price). Commodities could work in the same way. And I don't think anybody would complain too much if for commodities it was some kind of rental, with a weekly upkeep cost or something.

I don't know what kind of programmatical logistics this would require and whether it would be too complicated, though. Definitely would need new UI additions.
 
Well logically I shouldn't be forced to take cargo with me when swapping ships. It's in the cargohold, it's fine where it is. Aside from that I suggested station storage as apparently you can store a fleet of ships and tons of modules with no issue so why not your commodities?
 
An enterprising player might use this to move lots of cargo around by transferring his fleet of full Cutters.

I don’t know, may to expedite colonization, maybe to expedite hauling CG’s, and may for other things that I won’t mention. FD would have to accept/agree with these before implementing this kind of thing.
 
Well logically I shouldn't be forced to take cargo with me when swapping ships. It's in the cargohold, it's fine where it is. Aside from that I suggested station storage as apparently you can store a fleet of ships and tons of modules with no issue so why not your commodities?
Don't apply logic to this game. It doesn't work.

I'd like to see tugboats in stations maneuver ships stuck in the slot out. It'd be great atmo. The slot lights flash red, the announcer delivers message about delays and to watch out for workers, security tightens around to make sure no one does anything dodgy while that's going on. Maybe they could even ask player ships to help. Or we could just blow them up. 🤷‍♂️

On one hand I'd love to see that. It makes the game feel like simulation, like I'm not just in some kiddy sandpit designed to do nothing but stroke my ego. But what I described is lot of work that doesn't add anything except experience and we're already hard-pressed to squeeze any gameplay out of this so-called game.
 
Definitely would need new UI additions.
From the UI point of view, IMHO, that could be made as a very minor addition: when we placing non-empty Cargo-Rack to storage we could have a message "You are storing non-empty Cargo Rack, it will cost xxxxx CRs daily / tickly (?) / weekly" -> "confirm/cancel".
 
It just occurred to me that it could mess up the markets if a player started hording commodities in station. So there would have to be a set limit or just simply when switching ships and next ship has the cargo space for cargo transfer ask if the player wants to transfer cargo to new ship or not. Or no room in next ship then just leave cargo in original ship.
 
Huh. How would carrier jumps work? Carriers have a limited hold of 25kt, services included, while you can store up to 40 ships mass-free. So let's say you fill your carrier with 40 Cutters. You then have an additional 31kt+ worth of magic box jumping around. Maybe force you to dump your cargo into your carrier, and if there's no room prevent switching?

Yeah I guess it would make sense that stored ships are folded and packed away, so cargo is removed. In that case giving us 1kt worth of storage at stations sounds about right for convenience reasons. Then we're charged a storage fee deducted during the server tick, similar to carrier upkeep, for each station where we have stored cargo. Let's say 100 cr/ton/day. Storing 1 Cutter's worth of cargo for a week will cost over half mil cr. If your bank account runs empty then you're issued a stacking fine for a week, and after that your cargo is pawned off to recoup the station fees and made unrecoverable (but the fine stays). Sounds fair.
 
Last edited:
Teh "market busting" difference between 31kt and 25kt is pretty insignificant. 2 players with a FC each would blow that amount out easily. Imagine 3 players wanting to disrupt a market and dropping 75kt, without needing any change right now.

The convenience far outweighs the potential (and probably inconsequential) impact of making FCs hold 20% more cargo space. People are already asking for a higher capacity FCs for colonisation anyway.

If its still too much trouble, there are alternatives: a small FC that new players could buy with 1000t cargo space might be an option. Or designate a station as a home base and allow it to store 1000t cargo. But the best method is still to leave cargo on the ship as the game has evolved to be multi-ship, there's only bad reasons to have cargo follow the player around.
 
Owning a Fleet Carrier is the only way. Buy up your ships cargo, switch ships, sell cargo back when ready.
 
i dont think this should be galaxy-wide function, but it will be nice for player build station. perhaps all tier2 and 3 starports should provide additional services such as this for the system architect
 
i dont think this should be galaxy-wide function, but it will be nice for player build station. perhaps all tier2 and 3 starports should provide additional services such as this for the system architect
Why would the faction you bribed to get the architect job let you get away with that?
 
I find it strange that this is such an issue for people. I only buy cargo I intend to sell. Why are you lugging cargo to stations that don’t buy what you have?

I get that you may want to switch ships and have a temporary storage, so you can put cargo racks in a tougher ship (for example), but storing cargo while you go off bounty hunting just seems unnecessary to me.
Several reasons. First is that sometimes you have cargo you don't want to sell - engineer unlocks, or tech broker unlocks. Once you have part of that, you're locked into carrying it around until you get all the bits to unlock something. If you fly a combat ship, you may only have 16t of space anyway (ie when you switch to a combat build, you're severaly limited by this).
Note this applies to corrosive cargo - I found a titan drive component, after that I was limited to running my build with the corrosive cargo bay.

Second, limpets count as cargo. Its PitA already buying more limpets, switching to a ship without a controller and then selling the limpets (assuming you can switch because "too much cargo") isn't liked by the game - if you do sell all limpets in a ship without a controller it soft-hangs the UI as I think it doesn't realise you can have limpets without a controller.

Thirdly, just convenience. Times I have flown a big cargo ship into port thinking I'll just do a bit of something else for a change of pace - maybe I saw a planet I want to explore before I forget it, so switch to the exploration ship and then I'd come back and continue my trade runs. But that's too much for the game to cope with. I'm forced to sell all the cargo or bypass playing the gameloop I fancied.

And, its just wierd the game forces this on you. The limpets things particularly bugs me.
 
Last edited:
Why would the faction you bribed to get the architect job let you get away with that?

Not like they imply that you have some sort of ownership from the beginning or anything.
1746111927938.png
1746111943700.png
1746111970314.png
1746111994597.png
1746112011929.png


Lets keep making excuses for missing features.
 
Last edited:
Back
Top Bottom