Double cargo rack space please.

The issue here is cargo canisters are all the same size but are sold as the same mass

This is ridiculous. Fruit and veg requires some packaging (which uses space) and is not even twice the density of water in the first place, so it isn't far off the density of water. Water is the density of water.

Steel is SEVEN TIMES HEAVIER.

So - if FDev did want to adjust the Colonisation economy, they could start selling metals in 2t or 4t or 7t canisters and change the price accordingly. Now your T-9 can carry seven times as much steel!

Except oh, oh dear, now it can't get off the pad with those wheezy old thrusters...


Another issue here (with the players not the game) is the T-9 intentionally feels like a cargo hauler ought to with these penalties and yet we have a forum full of complaints it's too hard to get a T-9 around the construction cranes onto pad 26.
to spite us, they will release ship interiors but now you have to wait for the cargo to be manually loaded, and you have to calculate the knapsack equations yourself and tetris fit different sized canisters.
 
Actually, no, the only engineering that cargo racks should have is the ability to securely hold cargo in case of a hatch failure.
Cargo Racks Could Be Engineered:
  • Shielded: From Sensors. Lots of possibilities on what this could mean. % reduction, distance to sense, non-detectable in supercruise, etc.
  • Locked Down: Hatchbreaker limpets can't steal from them, and items don't fall out of a broken hatch.
  • Trickster: Cargo that looks good for stealing, but actually contains canisters of explosives. Limpets picking them up explode, or damages the ship stealing them.
  • Extra Ammo: Ammo that can be loaded back into the ship.
  • Spare Parts: I'm not sure what this is, but there is lots of possibilities.

The big issue with this idea is a UI mechanism needs to be added to place cargo in specific racks. Which I really can't see happening in the next 50 years. Caustic racks work because the game knows to automatically place caustic stuff in the rack.
 
Cargo Racks Could Be Engineered:
  • Shielded: From Sensors. Lots of possibilities on what this could mean. % reduction, distance to sense, non-detectable in supercruise, etc.
  • Locked Down: Hatchbreaker limpets can't steal from them, and items don't fall out of a broken hatch.
  • Trickster: Cargo that looks good for stealing, but actually contains canisters of explosives. Limpets picking them up explode, or damages the ship stealing them.
  • Extra Ammo: Ammo that can be loaded back into the ship.
God, I love adding more variable complexity to pvp systems. These ideas seem so fun, I just wish pvp wasnt so lame. Theres never eneough time in most altercations to appreciate some of these ideas. Maybe the new updates will help.
 
I once interviewed
Pad 26 is a medium pad, and I fully agree it's too hard to squeeze a T9 onto one. Plus they start shooting at you.
Actually I hadn't thought of that. Go on, tell me the Large pads are well away from the cranes and there is no reason the T-9 Complainers should be anywhere near them...
 
all they need to do is: if your carrier is parked in orbit of your construction site, have the site detect this, and add a "transfer all from Carrier" button next to the "transfer all from ship" one. then give us a 10 minute counter while the invisible drones carry the cargo from the carrier to the site. and bingo. could even make it so that mass transit drone system costs credits, don't really care tbh.

(not saying we do this in reverse.. there is no need to change the "fly into station, buy cargo, fly to carrier, unload" loop. that's fine. it's doing it twice that is the uber-grindy part. let us automate the unloading. I argue, the game already features automated unloading - if you land on your carrier, and "transfer to carrier" we don't get hundreds of spacemen in fork-lifts moving these containers, there is some automatic conveyer system that automatically unloads it. so it's no stretch of the imagination, or disbelief, that a hundred drones fly cargo containers from the carrier to construction site)
 

Robert Maynard

Volunteer Moderator
If some activities that currently need to be carried out by players were to be automated the calls to automate some or "all of the things" would both increase in number and get louder - as the precedent for removing the need for players to do a thing would have been set.
 
Problem statement: Building new stations requires too much effort, too much cargo hauling.

Solution 1: Double capacity of cargo racks

Solution 2: Halve the requirements for building stations

Hmm... which is the more logical solution?

Of course, this would require FD to agree with the problem's premise, which i guess they don't, considering the size of the bubble has already doubled in one month.
 
Seriously? Are people that desperate to build a Coriolis on their lunch break?

If you need speed, get in a wing - ours got an outpost build down to 2 hours with 3 CMDRs building out to the new Hutton Orbital in Dabih Major.

The beauty of this game is there is so much you can do - so when colonisation gets grindy, do something else until you feel happier.
Even better - get playing with friends, it makes the game so much more enjoyable.
 
Problem statement: Building new stations requires too much effort, too much cargo hauling.

Solution 1: Double capacity of cargo racks

Solution 2: Halve the requirements for building stations

Hmm... which is the more logical solution?

Of course, this would require FD to agree with the problem's premise, which i guess they don't, considering the size of the bubble has already doubled in one month.
Indeed - and consider how much more the size of the Bubble would have expanded if either of the solutions had been adopted.
 
no please don't misunderstand, i'm not asking to make the game easier. you still have to grind your way up to buying a Type 9 or Cutter, still have to get space rich enough to buy a carrier, still have to do engineers etc etc etc. just asking, when we get to the "top", can't we relax a bit and automate some of this stuff?

ok then, if we can pay NPC pilots to fight our battles for us, why not pay NPC pilots to haul stuff for us? a system and precedent that is already ingame.
 

Robert Maynard

Volunteer Moderator
no please don't misunderstand, i'm not asking to make the game easier. you still have to grind your way up to buying a Type 9 or Cutter, still have to get space rich enough to buy a carrier, still have to do engineers etc etc etc. just asking, when we get to the "top", can't we relax a bit and automate some of this stuff?

ok then, if we can pay NPC pilots to fight our battles for us, why not pay NPC pilots to haul stuff for us? a system and precedent that is already ingame.
NPC pilots tithe from all of our earnings, whether active or not - and only exist in the same instance we are in - either in an SLF or piloting our ship while we are in the SLF. They are not governed by the form of executive control that would be required to send NPCs in different ships to different places to do stuff.
 
no please don't misunderstand, i'm not asking to make the game easier. you still have to grind your way up to buying a Type 9 or Cutter, still have to get space rich enough to buy a carrier, still have to do engineers etc etc etc. just asking, when we get to the "top", can't we relax a bit and automate some of this stuff?

ok then, if we can pay NPC pilots to fight our battles for us, why not pay NPC pilots to haul stuff for us? a system and precedent that is already ingame.

What's to misunderstand, your OP literally called for doubling of cargo racks. That, by definition would make colonization easier.

Also, grinding up to a Type 9 isn't really much of a grind any more. A newbie can be flying a Type 9 within a few hours of getting the game if they know what they are doing.

A carrier is not required for colonization. I'm helping a squadron mate out without using a carrier, most goods can be obtained within one or two jumps and a carrier wouldn't make things much quicker, SCO makes even longer trips fairly quick.

If you want to pay NPCs to haul, it runs into the issue that NPCs simply do not exist outside your instance. It would have to be abstracted away somehow and that would come at a cost to server performance, you'd need live server side updates.

If you've ever played the X games, all ships do exist live in game, regardless of where you are as the player. When there are lots of ships flying around, especially once you build up a nice fleet, this can have an impact on the game's performance. Similar in EvE when there are big battles and the servers have to slow down using time dialiation to stop the servers dying.

Now imagine what server power FD would need to apply to constantly track all the NPCs being used by colonists in ED if it became a feature. Even if they don't have physical presence, just abstracted away, that's a lot of data and server power needed to keep track of it all.

The only way I could see this working would be a very simple implementation, where there is a button on the station next to each commodity which is a bit like the donate mission button, where you click it, money goes, and reward is given instantly, in this case, the reward being cargo "delivered" by an "NPC", just it would be instant, so no need for server to track an imaginary NPC making a delivery.

Somehow I can't see FD going for that or any simpler option. They want players to put the effort in, not sit a station clicking a button to pour cash into the station and for it to be built like that. At that point you might as well remove the need for cargo delivery and just make it a cash payment.
 
as has been said before,it only a grind if you make a grind,,trying o build a station in a lunch break makes me laugh said previously.i secured my system and started to collect stuff for it,ok i have a cutter cargo ship and a fc ,but i am now running some combat missions inbetween missions change ships pick up a load deliver to system,3 jumps there 3jumps back,change ship carry on with combat mission. Taking my time,just got back from the lantern light see what that was about now am delivering another load, no grind no rush,each to there own but dont agree on the cargo rack double up sry.
 
no please don't misunderstand, i'm not asking to make the game easier. you still have to grind your way up to buying a Type 9 or Cutter,
The rank for the cutter is the only grind that takes any time in this example assuming you wanted to grind.
still have to get space rich enough to buy a carrier,
Yes but is a carrier essential in this context.
still have to do engineers etc etc etc. just asking, when we get to the "top", can't we relax a bit and automate some of this stuff?
There is no top, there is no endgame there is just the game. Of course we can relax but only by changing how we play not by getting the computer to play for us.
ok then, if we can pay NPC pilots to fight our battles for us, why not pay NPC pilots to haul stuff for us? a system and precedent that is already ingame.
How useful they could be given that there is a range limit of about 25km and they must be in the same instance as us?
 
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