Emergency boarding - backpack discarded

Anyone having this issue?

I get it also in starports, no idea why. I have a bounty from another far away system,
but nothing else. 🤷‍♂️

emergency board.jpg
 
Did you go to CZ with Frontline solutions and have consumables maxed out?
I noticed you do not use your own consumables if you use the dropship, even when respawning
 
Did you go to CZ with Frontline solutions and have consumables maxed out?
I noticed you do not use your own consumables if you use the dropship, even when respawning

I had it when I maxed out my mats - that was going SRV -> Ship and it gave me the chance to ditch stuff out of my inventory though.

We're going to start having more 'why do we have a global mat limit' posts very soon ...

Yep, I guess the maxed out consumables is it.
 
Yep, I guess the maxed out consumables is it.
Heh - whenever I go to loot repair a base I always make sure to not take any consumables so I can loot top-up from there. Handily I never bothered buying many medipacks or energy cells at the start :)

Edit: Last night I ended up doing some suit and weapon engineering just to make space for more mats - it seems the trader won't let you trade items unless you have space for the results before you do the trade - and if you'e maxed out you won't have that space ... another minor bug I should really report.
 
This almost wouldn't be a problem, except that you have no interface whatsoever to check what those items might be while you're in station.

What I did last time was take a count of my goods/materials from the bartender and compare to after I clicked that, and it didn't look like it deleted any of it. But then I wasn't taking into account whatever I was carrying that might've been illegal. Who knows.
 
I lost about three Maverick packs full of stuff today before I realized what was going on.

Hit maximum energy cells and assumed it would just discard the excess energy cells, but it discarded the whole pack, and I didn't notice it was doing this until I lost a mission item.

Completely asinine system, especially with the mandatory timer for the emergency board action. It makes you wait, in a potential emergency, then dumps your CMDR's whole pack instead of the excess!

Only way to see what was actually dumped is to check the journal for "event":"BackpackChange", "Removed" that is not followed by "event":"ShipLocker".

Really feels like something that should have been fixed in the alpha, along with about five hundred other bugs.
 
There is that warning you get before you board and the opportunity to check what materials are in excess, do some shuffling around and discarding of the less wanted items.

The issue that is probably more important, is the loss of materials when exchanged between CMDRs, if one picks up quantities in excess of the suit capacity. No warning, any excess is lost when picked up. Annoying if rare/valuable items are lost. These days I check with the CMDR I am meeting about suit/backpack capacity.

Steve 07.
 
Maxed consumables should just be silently dumped, don't even bother asking. It's not like they don't have individual caps. At least with assets you might want to ditch a memory chip or two and keep the weapon components, but it's not like you can make a choice to ditch the shield grenades to make room for more medkits.
 
Maxed consumables should just be silently dumped, don't even bother asking. It's not like they don't have individual caps. At least with assets you might want to ditch a memory chip or two and keep the weapon components, but it's not like you can make a choice to ditch the shield grenades to make room for more medkits.
Doesn't really matter, as with most bugs and poor design decisions it's pretty clear that they don't play this game like the players do. They only test one mechanic at a time, only do one mission at a time and probably never have a maxed out inventory either.
 
That would suggest it's a bug, while I'm pretty sure it's just a poor design decision.

I'm confounded as to the motivations behind many of their design decisions. The line between unintended functionality and intentionally stupid functionality is as clear as mud.

Personally, I would have made a rational inventory system, where, if it physically fits inside the ship and doesn't overwhelm the mass rating of the thrusters, it would be fine. Of course, I'd also have started with ship interiors to make this intuitive.

Anyway, I realize games have limitations, often lazy ones, but my character throwing away hard-won gear because he couldn't find room for two battery packs, each the size of a deck of cards, in an empty sixteen-ton cargo bay, feels like a distinctly Frontieresque absurdity. As is having a delay timer on emergency boarding ("Sorry Dave, your trousers are 160 grams overmass, I can't let you board yet"). Maybe this stuff is par for the course and I just have more choices in other genres...
 
I'm confounded as to the motivations behind many of their design decisions. The line between unintended functionality and intentionally stupid functionality is as clear as mud.

Personally, I would have made a rational inventory system, where, if it physically fits inside the ship and doesn't overwhelm the mass rating of the thrusters, it would be fine. Of course, I'd also have started with ship interiors to make this intuitive.

Anyway, I realize games have limitations, often lazy ones, but my character throwing away hard-won gear because he couldn't find room for two battery packs, each the size of a deck of cards, in an empty sixteen-ton cargo bay, feels like a distinctly Frontieresque absurdity. As is having a delay timer on emergency boarding ("Sorry Dave, your trousers are 160 grams overmass, I can't let you board yet"). Maybe this stuff is par for the course and I just have more choices in other genres...
They would notice if they would play their game...
 
I guess they thought ppl would use 'manage inventory' when they filled their inventory and then choose the stuff to discard. And then trade down/sell stuff to make space for a while.

That's what I do, so I never came across the 'emergency board' ditching everything. I guess I would make a terrible QA tester ;)
 
I'm confounded as to the motivations behind many of their design decisions. The line between unintended functionality and intentionally stupid functionality is as clear as mud.
I believe they're firm proponents of the "throw it at the wall and see if it sticks, but we don't really care if it doesn't" school of thought. That and the fact that this was probably brought up during the Alpha, but they of course in all their wisdom decided to do nothing with this kind of feedback (if any, from what I've heard over the months).
 
I guess they thought ppl would use 'manage inventory' when they filled their inventory and then choose the stuff to discard. And then trade down/sell stuff to make space for a while.

That's what I do, so I never came across the 'emergency board' ditching everything. I guess I would make a terrible QA tester ;)
I came across it once, then I noticed 1000 capacity and had a nightmarish flashback to the old engineering system. Managing inventory levels is now a part of every station stop.
 
I guess they thought ppl would use 'manage inventory' when they filled their inventory and then choose the stuff to discard. And then trade down/sell stuff to make space for a while.

That's what I do, so I never came across the 'emergency board' ditching everything. I guess I would make a terrible QA tester ;)

Half the time, I'm still getting shot at, and the ship I'm using doesn't have shields so that hull damage from the three dropships full of goons angry that I yanked their power regulator adds up.

By and large, the default click through option should be the best option, not the most arbitrarily punitive one. Even assuming the same silly limitations are kept in place, there shouldn't be any timer, and clicking the emergency boarding option should automatically toss only what doesn't fit, and if there is any doubt as to what to discard, the lowest value items should be discarded first. In my case, the obvious and most straight forward mechanism, or so I thought, would be to discard the two batteries I was carrying and load the rest, which I had room for...not toss the entire pack because the batteries don't fit, including a mysteriously non-fungible (I had half a dozen items that should have worked, but the mission only accepts the one unique item...nevermind that murdering all of their talent, ransacking their supplies, and stealing their power regulator should have shut down production far more reliably than sabotaging one of their two production lines) mission item.

Consumables are also inexplicably impossible to sell, so they have to be discarded.
 
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