On-foot cargo grapple

Slightly random idea-

A rifle slot item, you shoot a cargo canister, and it deploys an anchor and pulls the can to you on foot. Disengage, and it resets for reuse. Get it close enough to a cargo hatch, and your ship can scoop.

For non-SRV loading of cargo on planets. Perhaps being grappled should pause the canister timer, just have it take incidental damage from rough handling?
 
You can't. That's why you carry a winch that fires a remote grapple at distance, and a grapple at a landing gear or the ground.
 
Slightly random idea-

A rifle slot item, you shoot a cargo canister, and it deploys an anchor and pulls the can to you on foot. Disengage, and it resets for reuse. Get it close enough to a cargo hatch, and your ship can scoop.

For non-SRV loading of cargo on planets. Perhaps being grappled should pause the canister timer, just have it take incidental damage from rough handling?
You mean, some kind of winch-like device ? Plant it somewhere, attach the other side to a canister and make it pull it ? I'd buy that.
 
You mean, some kind of winch-like device ? Plant it somewhere, attach the other side to a canister and make it pull it ? I'd buy that.
Well, we don't have deployable items of any sort, so it would be entirely new tech. For that matter, rope physics is ALSO entirely new tech.
 
Ok, now transfer a mere 100 units of cargo from one landed ship to another. Or scoop up a few cans from a random surface spawn. You have 30 seconds per can.
That was more of a joke, but if you need answers...
1) That's quite a strange decision to move cargo between two landed ships
2) 100 unites tons of cargo? That why humanity invented mechanization - use the srv. Or, if conditions do allow it - limpets =)
 
That was more of a joke, but if you need answers...
1) That's quite a strange decision to move cargo between two landed ships
2) 100 unites tons of cargo? That why humanity invented mechanization - use the srv. Or, if conditions do allow it - limpets =)
1) Cargo can't go spinning off if it's sitting on the ground and has that friction to deal with.
2) Ad hominem attack, going after a typo or word choice because you don't have any debate points?
2) SRV picks up 2 at a time, transferring large amounts of cargo via SRV gets REALLY annoying, really fast.
2) Limpets don't handle planets. They SHOULD, but they don't.

You've seen those sites with a few cargo cans, right? 6 or so maximum usually? Now, if ANY ground activity is EVER going to be lucrative and involve cargo containers, a method of moving cargo is going to be needed. Moving 2 at a time in an SRV is tedious. Scooping them is clumsy. Adding ANOTHER suit seems a bit much, if it's a rifle slot, you can easily make a loadout for it.

When it comes right down to it, though, I think this is all a distant second to just handwaving it away as "using guardian tech" and adding tractor beams to cargo scoops, and putting them in another core slot.
 
1) Cargo can't go spinning off if it's sitting on the ground and has that friction to deal with.
On a sidenote - according to my own observation in Odyssey it's far easier to move/roll - on-foot - cargo on the "natural" terrain than on the artificial flat surface. Counter-intuitive, yes
2) Ad hominem attack, going after a typo or word choice because you don't have any debate points?
Even the mere idea of an attempt to direct my attack on typo/wording would be quite dumb from my side as I'm not a native speaker, so no, no attack intended - sorry if it can be taken like this - the idea was only to underline that we are speaking about 100 tons of cargo, and if the weight can be times less on a low-g world, the inertial mass is still there

2) SRV picks up 2 at a time, transferring large amounts of cargo via SRV gets REALLY annoying, really fast.
Yep, I do know this pretty well. Probably transferred by this method more cargo than the "average" player. But except some rare occasions like some, imo, not really well thought ahead CG's (that do promote relogging as well) like the recent one there are no big reasons to practice this in game, except the players own will and RP reasons.
2) Limpets don't handle planets. They SHOULD, but they don't.
Honestly I've never heard any official statement that they should handle planets. However, even that they should not, on special occasions and using special techniques they actually do.
You've seen those sites with a few cargo cans, right? 6 or so maximum usually? Now, if ANY ground activity is EVER going to be lucrative and involve cargo containers, a method of moving cargo is going to be needed. Moving 2 at a time in an SRV is tedious. Scooping them is clumsy. Adding ANOTHER suit seems a bit much, if it's a rifle slot, you can easily make a loadout for it.

Yes, few hundreds of those sites. 6 canisters = 3 SRV runs. There are sites with two times more canisters, in fact.
Moving - yes, tedious. Scooping by the ship - yeah, but could be fun sometimes.
But once again - at this moment I'm not aware of any in-game imposed reasons to do this. Lucrative ground activity? Hmm - do you mean you scoop/tractor beam things on one site, then travel to another and repeat the process? Probably the travel time will be bigger than the tedious srv transfer runs, or...
Or do you refer to the relogging on the same site? And repeating the process indefinitely? And this naturally will work both with commodities and materials (hello, Dav's Hope)?
I can only assume that probably that kind of the game simplification that do promote relogging is not the priority choice for feature development?
Besides I understand that harpoon and "winch-like" devices also have been requested quite a number of times for spaceship piracy, for example.

When it comes right down to it, though, I think this is all a distant second to just handwaving it away as "using guardian tech" and adding tractor beams to cargo scoops, and putting them in another core slot.
I do not really oppose for tractor beams or relogski. That's imo a question of personal choice. However I'm not sure that these kind of devices have appropriate lore background (don't quote me on this - I'm null in the Elite lore)
 
I'd gladly give up a second weapon on my Mav suit to accomodate a grappling hook. Let me be Space Batman. So many applications... hook onto an object for hasty stealing, yank a guard away before anyone can blink, LATCH ONTO A DEPARTING SHIP FOR A QUICK ESCAPE (at least to get enough alt that you can boost futher away faster).

The more I think about it the more I want it...

Imagine a mod for it where it was an e-breach wire that you could access all the things with (sort of like something that got scrapped from Cyberpunk) ... except you're now permanently shoot on sight of course.
 
On a sidenote - according to my own observation in Odyssey it's far easier to move/roll - on-foot - cargo on the "natural" terrain than on the artificial flat surface. Counter-intuitive, yes

Even the mere idea of an attempt to direct my attack on typo/wording would be quite dumb from my side as I'm not a native speaker, so no, no attack intended - sorry if it can be taken like this - the idea was only to underline that we are speaking about 100 tons of cargo, and if the weight can be times less on a low-g world, the inertial mass is still there


Yep, I do know this pretty well. Probably transferred by this method more cargo than the "average" player. But except some rare occasions like some, imo, not really well thought ahead CG's (that do promote relogging as well) like the recent one there are no big reasons to practice this in game, except the players own will and RP reasons.

Honestly I've never heard any official statement that they should handle planets. However, even that they should not, on special occasions and using special techniques they actually do.


Yes, few hundreds of those sites. 6 canisters = 3 SRV runs. There are sites with two times more canisters, in fact.
Moving - yes, tedious. Scooping by the ship - yeah, but could be fun sometimes.
But once again - at this moment I'm not aware of any in-game imposed reasons to do this. Lucrative ground activity? Hmm - do you mean you scoop/tractor beam things on one site, then travel to another and repeat the process? Probably the travel time will be bigger than the tedious srv transfer runs, or...
Or do you refer to the relogging on the same site? And repeating the process indefinitely? And this naturally will work both with commodities and materials (hello, Dav's Hope)?
I can only assume that probably that kind of the game simplification that do promote relogging is not the priority choice for feature development?
Besides I understand that harpoon and "winch-like" devices also have been requested quite a number of times for spaceship piracy, for example.


I do not really oppose for tractor beams or relogski. That's imo a question of personal choice. However I'm not sure that these kind of devices have appropriate lore background (don't quote me on this - I'm null in the Elite lore)
Did you REALLY just break up a post and reply to each paragraph individually? There should be a name for that.

This is all really just an attempt to tie everything together. That's a good thing, right? Fluid ways to move cargo into your ship, in all three modes of control. Tractor for ships, better SRV mechanics, and an on-foot option. And wouldn't it be nice if ALL THREE worked well?

Then, we do things, like mining stations for planets where you land and collect materials once in a while. Or something. Mining devices to generate engineering raw materials. One or both. Imagine it, if you could bootstrap a manufactured materials production. Ways of making the stuff. It doesn't have to be EASIER than just murdering people and taking their components, but an alternative would be nice? I don't typically do pacifist runs of most things, but I do like to see the option being there, for the types of people who do enjoy it.

And a side benefit- with some effort, an explorer off in the black could generate manufactured materials for heat sinks. Eventually. Not fast, not efficiently, but possible.

People (including me) dislike relogski because it's immersion breaking and annoying. The materials just... magically respawn? Where am I going, why is the stuff reappearing? (Rhetorical, I know very well WHY it's reappearing, but it's not a lore reason, it's a game data logistics reason). And it's annoying popping back to main menu and reloading, that's not gameplay, that's just using a menu.
 
16fps . . . lol. How much did you have to speed up the footage to make it look smooth?
It was smooth enough to film it, however I've speed it by the factor of 4 - otherwise it will be too boring long 10 minutes. But yes, that was - at least partly - my fault. I haven't planed to film anythings and this particular session was adjusted to shoot some stills - i.e. ultra/ultra-for-capture setting, and my quite outdated hardware rig (gtx970) is not designed for that=)
 
I'd gladly give up a second weapon on my Mav suit to accomodate a grappling hook. Let me be Space Batman. So many applications... hook onto an object for hasty stealing, yank a guard away before anyone can blink, LATCH ONTO A DEPARTING SHIP FOR A QUICK ESCAPE (at least to get enough alt that you can boost futher away faster).

The more I think about it the more I want it...

Imagine a mod for it where it was an e-breach wire that you could access all the things with (sort of like something that got scrapped from Cyberpunk) ... except you're now permanently shoot on sight of course.
Dude. 2 call-ships options- hover and land. Then, you move the reticle over the cargo hatch and it lights up, and you grapple up into your ship. Or your teammates ship.

And the ability to hot drop like the dropships, and the ship automatically dismisses. Though, I'd like to hot drop the SRV as well.
 
Maybe not a tonne of Cargo, but something to pick up ship engineering components with I would greatly appreciate. Even if it's just "pick up and hold in arms"
 
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