Engineers Dev's Oversite in engineers?…needs a solution (allow us to store cargo)

You do realise you don't need to keep all the engineers stuff you obtain if you don't need it.

It is sellable in the stock market.
 
You do realise you don't need to keep all the engineers stuff you obtain if you don't need it.

It is sellable in the stock market.

Yeah, well I don't fancy chasing items I already had from missions that I had to dump/sell due to poor game mechanics implementation. In other words I don`t want to waste my time going around in circles.
 
You do realise you don't need to keep all the engineers stuff you obtain if you don't need it.

It is sellable in the stock market.
Yes but that is the point, a lot of it you have to collect all over again.... and this is just something I no longer have any will to do, there is enough grinding already.
 
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We need storage. Huge mistake not including storage with 2.1. Why not have it at those huge engineer bases. With a rental charge of course.
 
I totally agree there needs to be some way to store the cargo. Or allow the commodities to be purchased directly from the engineer's commodities market for a price. I think the purchase option would be the quickest solution. Because just looking at all the different commodities you need for the upgrades, it will get to be overwhelming. Also maybe add a "special cargo " hold. That allows you to carry these commodities without a cargo rack. Like the scanned data. I
 
I totally saw this one coming. Another FLAW in this new feature set.

I've given up on Engineers until such time as FD addresses issues like this, which are only going to get worse the longer people plod along on their tedious Easter Egg hunts. I didn't want to be limited to making a choice changing ships because I happened to take on a ton of RARE cargo I needed for an upgrade, but still lacked 80% of the other required materials.

So I'm stuck with that one ship because of that one piece of cargo? Can't store it, can't transfer it, can't buy it again off the market board. At least materials are not ship dependent, but that 600 item limit is going to hit everyone eventually, and you will have to start dumping stuff you will probably need at some future date.

How they rationalized not needing storage for this is beyond me!

You could create a small book with all the issues that need to be fixed/addressed/removed from this feature set.
 
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This was asked for by a lot of CMDRs quite early on. I've not even started any crafting yet, but it would seem a LOT of people are complaining about this issue. Many threads about it.
 
There is an alternative to storage - and it appeases both the 'we are stuck into larger ships' crowd, and the 'just go sell it at market' crowd (who doesn't seem realize that credits have zero value in replacing most those craft mats - the ones that can't be bought at markets).

As alternative to storage, or as useful addition to complement it, FD could just give us option to re-buy eng mats. Put in it black markets, a new npc called a fence, or whatever. Let us re-buy whatever number of units and whatever type of mats, that we had already earned and sold.

Even if at a premium markup cost, that would make credits a liquid commodity again that could be used to purchase those sold mats. The problem right now with people just saying sell the mats for credits is that you can't use any number of credits to convert back to those same mats. So credits have zero value in the Eng 2.1 mat world.

I'd still like storage, but allowing re-buy of mats you sold for indefinite time would allow conversion of mats to credits and credits back to mats.
 
There is an alternative to storage - and it appeases both the 'we are stuck into larger ships' crowd, and the 'just go sell it at market' crowd (who doesn't seem realize that credits have zero value in replacing most those craft mats - the ones that can't be bought at markets).

As alternative to storage, or as useful addition to complement it, FD could just give us option to re-buy eng mats. Put in it black markets, a new npc called a fence, or whatever. Let us re-buy whatever number of units and whatever type of mats, that we had already earned and sold.

Even if at a premium markup cost, that would make credits a liquid commodity again that could be used to purchase those sold mats. The problem right now with people just saying sell the mats for credits is that you can't use any number of credits to convert back to those same mats. So credits have zero value in the Eng 2.1 mat world.

I'd still like storage, but allowing re-buy of mats you sold for indefinite time would allow conversion of mats to credits and credits back to mats.

Or just take the all round best and less complicated route and just give us storage :)
 
This is purely a guess.. but i would imagine its just the extra servers they would need to store the stuff... They probably dont want to shell out.. but im pretty sure they will have made enough out of Horizons/engineers/powerplay to cover the shell out for this equipment no..?

I cant see it costing much, or putting to much more load on the current server (but in no expert with server )

To store an item in you cargo as it is now, only needs 3 may 4 bit of data

a) its type (commodity)
b) its identity (Fish)
c) amount (42)
d) its location (Player: Ship ID) its location is inherited from the Ship ID/Station ID and the player is the player Data base reference key.

/\ above is an example (very simplified) and a guess (and no, not telling FD how it should be done, they know better than i do :p)

now we don't even need added station storage option. just let stored ships have cargo and when changing ships, ask the player if they wish to swap cargo to new ship or not.
 
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Or just take the all round best and less complicated route and just give us storage :)

reason I mentioned the alternative is that while I agree storage would be the best and preferred option, I concede it would be a new mechanism to code in. Yes there are elements of storage already in place, and as a backseat coder I'd think it should be fairly easy. The support of might not be as easy in terms of infrastructure and cost, but that has more to do with support logistics vs being any kind of rocket science either. So sure - storage is and should be the ideal solution.

But re-buy is a mechanism already in place. Tracking of what you sold is already in place. The only delta would be one single coding variable - the elapsed timer and when they purge the stored tracking. Clearly it is a session variable, not a stored data table since it is only temporary in same play session and short time to buy/resell.

But if FD had to rush some quickie stopgap fix to alleviate the store or lose mats consequence we have now, seems like of the two, all in one storage solution vs just hack the re-buy option to indefinitely allow rebuy would be easier.

Tracking and storing on the server side all our sold eng mats may become an issue in the long term, but that is why it is a hack. A hot fix to just alleviate for players this issue until FD can come up with the storage solution because pessimistically speaking, I don't think we're getting storage anytime soon.
 
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