FD, please, for the love of god, pleaaassseeeee

Or even better, for the love of DOG.

My pup was whining to go out, but I was busy sorting through my materials and data to figure out what to keep and what to toss.
 
I would be SO HAPPY if they'd set a reasonable (30 or so) per-material cap, instead of a combined total cap.
 
Make a small data/mat storage module. So then it balances out wanting to hoard data/mats and take a little away from your cargo ability.

I don't think it would work though cause we would run into the same issue we have with transferring into a ship that doesn't have a cargo rack.
 
just delete the 30 plus materials and make room ?

You don't do a lot of engineering, do you? ;)

materials_1.jpg


I already feel dirty and violated for dumping over 20 chemical manipulators, I can't dump any more. I've never been able to find any for my FSDs, and now that they are done I am finding them all over the place and have been conditioned to rush towards any I discover and scoop them up.

1000 is way too low; you need to spend way too much time sorting through them every scoop you make, it's just insane. Just let us store 5K worth at stations like with modules. Speaking of modules; 60, really? Who comes up with this?
 
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Increasing limits does not help - players will max out to the new limits and new demands to raise the limit will be made. Resource management is a pain - but it is part of real life as it is part of most games (RPG/MMO particularly).<br><br> There is a sense in having a total limit rather than per item limits - assuming that each item occupies the same space. But it would be useful to be able to set personal limits on each item, and enforced when you scoop or when you receive (scoop and payment) but not on items already held.<br><br> However, like all supply-and-demand problems, it is only really solved by changing either side of the equation. In this case, find more uses for materials and commodities. IHMO every item in game should have multiple applications, and applications in different fields (not just two Engineers). This would give players more decisions to make when managing their resources.<br><br>
 
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You don't do a lot of engineering, do you? ;)

http://jimbodiah.com/elite/materials_1.jpg

I already feel dirty and violated for dumping over 20 chemical manipulators, I can't dump any more. I've never been able to find any for my FSDs, and now that they are done I am finding them all over the place and have been conditioned to rush towards any I discover and scoop them up.

1000 is way too low; you need to spend way too much time sorting through them every scoop you make, it's just insane. Just let us store 5K worth at stations like with modules. Speaking of modules; 60, really? Who comes up with this?

Well there's your problem. Why are you hoarding things that are easily gotten? All the focus crystals up to Refined can be easily gotten in armloads when required for example. No need to hang on to them. The same can be said for many mats.
 
You don't do a lot of engineering, do you? ;)

http://jimbodiah.com/elite/materials_1.jpg

I already feel dirty and violated for dumping over 20 chemical manipulators, I can't dump any more. I've never been able to find any for my FSDs, and now that they are done I am finding them all over the place and have been conditioned to rush towards any I discover and scoop them up.

1000 is way too low; you need to spend way too much time sorting through them every scoop you make, it's just insane. Just let us store 5K worth at stations like with modules. Speaking of modules; 60, really? Who comes up with this?

to be honest with you no i dont , im finding my type 6 is just about right for exploring and data runs ....actually its a good all rounder imho , haven't dont a lot of combat yet - but seeing as you can swap modules .... and store them ..... [up]
 
I think it's fine. What would help is if it listed what Materials were used with which Blue print so I wouldn't have to alt+tab out to decide which ones to bin.
 
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