Hazardous Materials Cargo Rack

Would you like to see a Hazardous Materials Cargo Rack in the Game?

  • Yes

    Votes: 26 92.9%
  • No

    Votes: 2 7.1%

  • Total voters
    28
This suggestion is for a new type of Cargo Rack that is specifically for transporting hazardous/toxic cargo was originally posted in the UA Mystery Thread 4 during discussion of transporting many Unknown Artefacts at the same time.

When carrying hazardous/toxic cargo damage is applied to the internal modules of the ship:
  • The damage is applied at set intervals (I think it is approximately every 30 seconds)
  • The module is selected at random.
  • The amount of damage applied to the module depends on the number of tonnes of hazardous cargo currently in the cargo hold.
  • If the cargo hatch health drops below ~80% it is at risk of failure, resulting in cargo falling out. (If this happens in supercruise it is lost and unrecoverable)


My proposal is for a "Hazardous Materials Cargo Rack" that can be used to reduce the amount damage applied to internal modules when transporting hazardous goods with the following stats:


  • The Hazardous Materials Cargo Rack can only carry hazardous/toxic cargo.
  • It will require a bigger compartment than a traditional cargo rack, due to require extra shielding/reinforced walls.
  • I propose the following class and number of tonnes that can be carried (minmum class 4):
    • Class 4 - 4T
    • Class 5 - 8T
    • Class 6 - 16T
    • Class 7 - 32T
    • Class 8 - 64T
    • etc.


  • Damage is reduced to internal modules depending on the rating. I propose the following reductions:
    • E rating provides a reduction of damage by a factor of 10
    • D rating provides a reduction of damage by a factor of 20
    • C rating provides a reduction of damage by a factor of 30
    • B rating provides a reduction of damage by a factor of 40
    • A rating provides a reduction of damage by a factor of 50


  • Price will probably need to be quite expensive, possibly something like:
    • ~100000cr for E4, upto ~1000000cr for A4
    • ~250000cr for E5, upto ~2500000cr for A5
    • ~625000cr for E6, upto ~6250000cr for A6
    • ~1562500cr for E7, upto ~15625000cr for A7
    • ~39066250cr for E8, upto ~390662500cr for A8
    • etc.

I would like to thank danubezoe for the following additional suggestions:

  • The Hazardous Cargo Rack will require power to maintain the internal statisfield/shielding and cooling:
    • The module will increase the amount of heat the ship generates. This needs to scale with the class size (Higher class = more heat)
    • Cargo scanners cannot see the cargo stored in the Hazardous Cargo Rack, due to the extra shielding.
    • If the module does not have any power then the following will result:
      • Damage reduction factor reducing by 2/3.
      • Extra heat being generated. (The amount will depend on the number of tonnes of hazardous cargo being transported)
      • Cargo scanners will now see the cargo, due to the internal statisfield/shielding being off.


I have also added a poll to provide a rough idea how many people would like to see this addition.
 
Thinking a little bit further into this I can see that adding the Hazardous Materials Cargo Rack actually supports the addition of other in game enhancements:
  • Additional toxic/radioactive cargo/materials. For example:
    • Uranium
    • Plutonium
    • Radioactive Waste
    • etc.

  • Additional Bulletin Board Missions
    • To transport/pirate/smuggle etc, said goods. This could include long haul and/or mass transportation of said goods.

- - - - - Additional Content Posted / Auto Merge - - - - -

Yup, and it would be great to see a few more hazardous materials to pick up that are worth some scratch :)

You beat me to it... :)
 
This suggestion is for a new type of Cargo Rack that is specifically for transporting hazardous/toxic cargo was originally posted in the UA Mystery Thread 4 during discussion of transporting many Unknown Artefacts at the same time.

When carrying hazardous/toxic cargo damage is applied to the internal modules of the ship:
  • The damage is applied at set intervals (I think it is approximately every 30 seconds)
  • The module is selected at random.
  • The amount of damage applied to the module depends on the number of tonnes of hazardous cargo currently in the cargo hold.
  • If the cargo hatch health drops below ~80% it is at risk of failure, resulting in cargo falling out. (If this happens in supercruise it is lost and unrecoverable)


My proposal is for a "Hazardous Materials Cargo Rack" that can be used to reduce the amount damage applied to internal modules when transporting hazardous goods with the following stats:


  • The Hazardous Materials Cargo Rack can only carry hazardous/toxic cargo.
  • It will require a bigger compartment than a traditional cargo rack, due to require extra shielding/reinforced walls.
  • I propose the following class and number of tonnes that can be carried (minmum class 4):
    • Class 4 - 4T
    • Class 5 - 8T
    • Class 6 - 16T
    • Class 7 - 32T
    • Class 8 - 64T
    • etc.


  • Damage is reduced to internal modules depending on the rating. I propose the following reductions:
    • E rating provides a reduction of damage by a factor of 10
    • D rating provides a reduction of damage by a factor of 20
    • C rating provides a reduction of damage by a factor of 30
    • B rating provides a reduction of damage by a factor of 40
    • A rating provides a reduction of damage by a factor of 50


  • Price will probably need to be quite expensive, possibly something like:
    • ~100000cr for E4, upto ~1000000cr for A4
    • ~250000cr for E5, upto ~2500000cr for A5
    • ~625000cr for E6, upto ~6250000cr for A6
    • ~1562500cr for E7, upto ~15625000cr for A7
    • ~39066250cr for E8, upto ~390662500cr for A8
    • etc.

I would like to thank danubezoe for the following additional suggestions:

  • The Hazardous Cargo Rack will require power to maintain the internal statisfield/shielding and cooling:
    • The module will increase the amount of heat the ship generates. This needs to scale with the class size (Higher class = more heat)
    • Cargo scanners cannot see the cargo stored in the Hazardous Cargo Rack, due to the extra shielding.
    • If the module does not have any power then the following will result:
      • Damage reduction factor reducing by 2/3.
      • Extra heat being generated. (The amount will depend on the number of tonnes of hazardous cargo being transported)
      • Cargo scanners will now see the cargo, due to the internal statisfield/shielding being off.


I have also added a poll to provide a rough idea how many people would like to see this addition.

Very nice idea! that could be a nice addition to the game ;)
 
I like this suggestion. It would be useful now to people studying the UA and smugglers and could be more useful in future with the suggested hazardous cargos and missions. The drawbacks are well thought out and should prevent it being overpowered.
 
All good ideas, except this:
Cargo scanners cannot see the cargo stored in the Hazardous Cargo Rack, due to the extra shielding.
which would make smuggling too easy.
.
One suggestion: When passenger missions become a thing, higher end passengers would not be keen on being in a ship that was set-up for carrying hazardous cargo.
 
All good ideas, except this:

which would make smuggling too easy.
.
One suggestion: When passenger missions become a thing, higher end passengers would not be keen on being in a ship that was set-up for carrying hazardous cargo.

Yes, I agree with your point about smuggling, it will need to be balanced.

I can think of a few options:
  • Allow cargo scanners to function normally.
  • Allow cargo scanners to still function, but require a longer scanning time for detecting cargo in Hazardous Materials Cargo Racks.
  • Provide an "Advanced Cargo Scanner" module that has higher cost and power requirements that is sensitive enough to detect cargo through the shielding.
  • Update the submit to scan logic so they request that you turn off the Hazardous Materials Cargo Rack power so they can scan the cargo. Failure to power them down within a reasonable time (15-20 seconds?) will result in a fine.


The mechanics of passenger missions hanv't been released yet, but I agree that it could be quite a good idea to make some passenger missions unavailable if the ship has at least one Hazard Materials Cargo Rack equipped.
 
I'm not sure about mechanics of it being worthwhile in that format.
Definitely a good module idea,but rather than have it available in outposts for all to buy.
Far better to implement the idea into engineers update as an upgrade that can be done to a cargo rack when required mission or rank requirements met.

Specific ships could be setup nicely then with the effort,rather than being available in most shipyards and outfittings

Edit, haz cargo rack could still take damage as it contains it from rest of ships modules.
So no damage to other modules,rack takes some limited damage over time,repairs needed only on cargoracks with afmu to prevent leakage or explosive blowouts;-)
 
Last edited:
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