FC capacity 100, a single ship capacity 1000?

I cannot unload more then 10% of a ships contents to stock at the bar? Surely there were 2 more zeros accidently missing from this...
I understand this oversight, as there was a lot everyone had on their plate. Please correct this and we all can move on to productivity. I appreciate your time.

On ship you have a locker.
On your suit, you can keep 55 items

That barman must have some really deep pockets to hold 100 items
 
Please correct me if I am wrong, I am not into that whole FC malarkey. But isn't the purpose of the FC bartender different from your ship storage? The way I understand it, you can use him as a trading hub between players and I wouldn't be surprised if FDEV wants to limit trading in some way.
 
Please correct me if I am wrong, I am not into that whole FC malarkey. But isn't the purpose of the FC bartender different from your ship storage? The way I understand it, you can use him as a trading hub between players and I wouldn't be surprised if FDEV wants to limit trading in some way.

yes, it is different
and yes, the limit seems to be set on purpose to prevent the bartender to act as storage

we'll see if FDev cave in and alters it's parameters
 
yes, it is different
and yes, the limit seems to be set on purpose to prevent the bartender to act as storage

we'll see if FDev cave in and alters it's parameters
Nah, the way I understand it the limit is there to prevent RL money finding its way into the game. As I said above, I could be wrong because I really don't understand anything. Just drawing conclusions from the limited stuff I know.
 
Nah, the way I understand it the limit is there to prevent RL money finding its way into the game. As I said above, I could be wrong because I really don't understand anything. Just drawing conclusions from the limited stuff I know.
Oh that would do nothing, fleet carrier owners already have the ability to do commodity trading at much higher Cr values, the bartender and the low Cr values of the stuff they deal in aren't even going to be remotely looked at by any hypothetical real world money traders.
 
Oh that would do nothing, fleet carrier owners already have the ability to do commodity trading at much higher Cr values, the bartender and the low Cr values of the stuff they deal in aren't even going to be remotely looked at by any hypothetical real world money traders.
Isn't there a difference between materials and commodities though?
 
the way I understand it the limit is there to prevent RL money finding its way into the game

Not sure that has any exceptional relevance.

I mean, "gold sellers" could already do their job by meeting in person and trade stuff by dropping materials on the ground.
With the help of material traders, they dont necessarily need to be in game when that happens
 
Not sure that has any exceptional relevance.

I mean, "gold sellers" could already do their job by meeting in person and trade stuff by dropping materials on the ground.
With the help of material traders, they dont necessarily need to be in game when that happens
How long does it take if you drop and pick up thousands of materials though?
 
Isn't there a difference between materials and commodities though?
Yes but if you're talking about RL Money->Credit traders being a thing, they would use trading commodities back and forth which people already do to transfer Credits to friends or alt accounts. They wouldn't do it with the bartender even if the bartender had a higher capacity because the Cr values are just so low in comparison. The most expensive thing at the bartender is 125,000 Cr galactic average, which at 1000% can become 1,250,000. But the ones that cost that are fairly hard to come by. Meanwhile Tritium is 50,000 Cr /T galactic average, and 1000% takes it to 500,000 Cr/T. However you can much more easily get a full Type-9 load of it 790T. So that becomes 395,000,000 per switchback.

While if the bartender could carry 1000 of the 125,000 Cr items, getting 1000 of them is another question. Doable, but nowhere even remotely as quick or easy as 790 T of Tritium, and furthermore since 1000 already is that max carrying capacity, the player getting the money transferred to them by the real world money trader would have to completely empty out their on-foot materials locker of anything of that type to be able to even use that as an option. The 1000 of 125,000 Cr at 1000% is 1,250,000,000 it's just so so so much more effort that can simply be overcome by just a bit over 3 switchbacks of Tritium at 1000% on the commodity market instead, and that's something you can just go buy at a station en masse.

How long does it take if you drop and pick up thousands of materials though?

How long does it take you to gather 1000 (iirc) Lazarus to use in such a trade.

Now how long does it take you to buy 790T of Tritium?
 
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Yes but if you're talking about RL Money->Credit traders being a thing, they would use trading commodities back and forth which people already do to transfer Credits to friends or alt accounts. They wouldn't do it with the bartender even if the bartender had a higher capacity because the Cr values are just so low in comparison. The most expensive thing at the bartender is 125,000 Cr galactic average, which at 1000% can become 1,250,000. But the ones that cost that are fairly hard to come by. Meanwhile Tritium is 50,000 Cr /T galactic average, and 1000% takes it to 500,000 Cr/T. However you can much more easily get a full Type-9 load of it 790T. So that becomes 395,000,000 per switchback.

While if the bartender could carry 1000 of the 125,000 Cr items, getting 1000 of them is another question. Doable, but nowhere even remotely as quick or easy as 790 T of Tritium, and furthermore since 1000 already is that max carrying capacity, the player getting the money transferred to them by the real world money trader would have to completely empty out their on-foot materials locker of anything of that type to be able to even use that as an option. The 1000 of 125,000 Cr at 1000% is 1,250,000,000 it's just so so so much more effort that can simply be overcome by just a bit over 3 switchbacks of Tritium at 1000% on the commodity market instead, and that's something you can just go buy at a station en masse.
No, I not talking about that. I am talking about RL Money -> Materials which would be much more interesting for a new player because credits are basically free anyway. If you want to upgrade your suits and weapons a few thousand materials surely would help and save a lot of time?
 
It's the other way around though and you still need to do all the suit to ship transfer stuff 20 times...

No because a gold seller will keep on their trader only what's promised in a single transaction.
A gold seller will not have 100 Settlement Defense Plans on his Bartender if i pay him for only 15 SDP
 
Oh that would do nothing, fleet carrier owners already have the ability to do commodity trading at much higher Cr values, the bartender and the low Cr values of the stuff they deal in aren't even going to be remotely looked at by any hypothetical real world money traders.
Not that way round, no.

But the current Cr values you can trade materials for - being much lower than the actual worth of many of those materials to players - are arguably more useful for real-money traders than for legitimate in-game traders.

In-game:
- you can sell (pretty much "give away") rare materials like Settlement Defense Plans for <100,000 credits each. It's useful for setting up trades between friends without having to be in the same place - and I have got a bartender on my carrier in case I want to do that - but there's no in-game trade except pure philanthropy giveaways of spare materials ... and even that is made impractical by the very limited capacity.

Out-of-game:
- you give EliteMats1337 £25, and then if it wasn't a complete scam they add you to their friend list and you can dock with their carrier to purchase a bunch of materials at a token credit price. The in-game mechanisms are perfect for supporting this abuse-case!

If they wanted to discourage the use of this for out-of-game trades, the best way to do that would be to make it useful for in-game trades, including letting the bartender carry out material-for-material swaps, so that people might actually be able to trade them at mutually agreeable rates without needing advance trust or being tempted to give real money to someone with no intention of following through.
 
No, I not talking about that. I am talking about RL Money -> Materials which would be much more interesting for a new player because credits are basically free anyway. If you want to upgrade your suits and weapons a few thousand materials surely would help and save a lot of time?

Even in games that have actual gold trader problems and have crafting materials akin to Odyssey materials that can't be made with the normal money such as Guild Wars 2, the gold sellers don't bother selling those. That's because nobody is going to risk their account for just a few materials, if they're going to be RL Money trading they're going to be doing it for large amounts of gold that they can then use to buy the stuff they want.
 
Even in games that have actual gold trader problems and have crafting materials akin to Odyssey materials that can't be made with the normal money such as Guild Wars 2, the gold sellers don't bother selling those.
Look, FDs stance against player to player trading always was that they want to avoid gold (in this case material) traders. Considering that materials are generally worth more than credits I would guess their same reasoning applies here. If that makes sense to you or me is completely besides the question, I am just trying to explain what I find likely as Frontiers reason for the limited capacity. They had that policy for the last 8 years and I wouldn't be surprised if the same policy still applies. 🤷‍♂️
 
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