Cap Material/Data per type (30?), not total

Cap Material/Data per type (50?), not total

Total capping has it's benefit- you can stack up 1000 of one thing, or 500/500 and get 500 of one data, and roll some specific mod 500 times. Seems a little silly, but a few people like it.

But... I find it really annoying scrolling through the ENTIRE list, dumping a few here, and a few there, to make room. Over. And over. And over... It's even worse than keeping a refinery cleaned out of the garbage ores.


Could there be an alternate materials/data storage system, so that people could use the current type, or trade it in for another, that lets you grab 50 of all material/data types? That way, you can continuously collect everything, anything over the 50 cap is just voided, and you never have to scroll through the lists dumping things.


That, and/or redo the system even better- the one thing that I want a lot of is FSD boosts. I have boosts, but I'm doing the megalixir thing; I'm never using them. It's like those RPG games, where you kill the end boss, and realize you still have a pack full of the best healing items, because you were saving them for a fight that never happened.

So, if you could assemble all the reloads, and FSD boosts ahead of time, also capped at 50 each (50 per type? Or 50 per level of type?)? Then, you could go on a gathering spree, max everything out, and then anything else you could just dump on engineers when unlocking them and rolling stuff. And when you want to reload guns, or boost the FSD, you'd have a rack full of those consumables. Instead of having to remember to NOT dump the 50 units of mineral you were saving.


And best of all, it lets us be lazy and waste time. We can just dump limpets, pop the hatch, and let them collect EVERYTHING. We can scan every wake and data point, and never delete things. We would waste more time than we would just cherry-picking the couple things we do need. We get the nice "ka-clink" noises. We tear around in SRVs and have fun, scarfing up rocks (driving is fun sometimes, I've enjoyed it). And then when we show up at the engineer, we have 30 rolls of whatever, hopefully. Everyone wins.

And having an option for the central-pool system as it exists now would be nice, for people who want it that way.

(Edit 30->50)
 
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Agree with a per item limit but I'd need it to be more than 30. I frequently do visits for rolls greater than 50. I'd get annoyed if I had to do less.
 
No. No. No. And again, no.

You think 30 rolls is enough? I see people trying over 100 times to get a good roll for an upgrade. It is apparent you have not tried engineering your ship(s) in any significant fashion or you would not have started this thread. Go turn 2 ships into unstoppable PvP champions with 30 rolls, then come back and tell us all how you did it.
 
Best solution imho would be to let us set a per material/data/commodity cap ourselves.
Keep the total cap (although I'd prefer it to be raised a bit).
Then put a column "CAP" next to the "QTY" column with an up/down arrow next to it.
This way a cmdr can define a cap per material/data/commodity according to his/her needs.
I'm deliberately including commodities as it's pretty annoying not to be able to do missions with commodity awards without a cargo bay.
This way, simply set the cap for commodities to 0 and when cashing in missions, rewarded commodities get ignored but at least you're able to do the mission.
That's in case they don't dump commodities altogether as they're next to useless at the moment, except for Modular Terminals which are needed to unlock Marco Qwent...
At the moment I waste a lot of time dumping stuff after every few missions or scans, keeping everything of use at 10, except for stuff that's hard to come by like CIFs, MEFs, EFCs...
 
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Not a bad idea in principle. Rolling in batches of 30 would be a nightmare though, it would need to be at least 100.
 
I'd happily pay millions in credits to have the opportunity to just expand (double or triple) materials and data caps. Could even be a very expensive engineer mod. I'd still run for it.
 
No. No. No. And again, no.

You think 30 rolls is enough? I see people trying over 100 times to get a good roll for an upgrade. It is apparent you have not tried engineering your ship(s) in any significant fashion or you would not have started this thread. Go turn 2 ships into unstoppable PvP champions with 30 rolls, then come back and tell us all how you did it.


Make it 100 or 200 then.
Instead of adding to the suggestion you just say no.
Make it 1000 per material/data. Would you complain about that?
 
Best solution imho would be to let us set a per material/data/commodity cap ourselves.
Keep the total cap (although I'd prefer it to be raised a bit).
Then put a column "CAP" next to the "QTY" column with an up/down arrow next to it.
This way a cmdr can define a cap per material/data/commodity according to his/her needs.
I'm deliberately including commodities as it's pretty annoying not to be able to do missions with commodity awards without a cargo bay.
This way, simply set the cap for commodities to 0 and when cashing in missions, rewarded commodities get ignored but at least you're able to do the mission.
That's in case they don't dump commodities altogether as they're next to useless at the moment, except for Modular Terminals which are needed to unlock Marco Qwent...
At the moment I waste a lot of time dumping stuff after every few missions or scans, keeping everything of use at 10, except for stuff that's hard to come by like CIFs, MEFs, EFCs...

Oh my yes. Have a 50-per-item cap, but if you lower the cap on one item, you can raise it on another? So you can just grab as fast as you can, and worse-case scenario is that stuff over the cap is just deleted, without having to do it manually every time the thing fills up?

That way, someone can set a bunch of stuff to 0, and set a few things to MUCH higher, farm the stuff, and roll their dice. No scrolling down the list deleting.
 
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