Quality of Life - Materials and Data

Problem:
We've all been there: Our 1000 materials or 500 data computer for engineering materials is full. But you go to your local engineer, and it seems like you have none of the materials for the recipes you need. You open the inventory of what you actually have, and realize its full of junk Atypical Wake Scans, Salvaged Alloys, and other stuff. So you go about to discard them. That's when you realize that you can't remember all the recipes, or what use each material/data is good for. This had necessitated me to create a spreadsheet of the materials, what they are used for, and how many I want to keep. Everytime my inventory is full, I look at my list, compare it to my inventory, and sort it painstakingly.

Solution:
When you open the material itself, eg Atypical Wake Scan, you are given the option to discard or back. Why not add a third option "Material cap?" This way, anytime that a player picks up more than the cap they set, it will automatically discard the extras. I don't need 80 Atypical Wake Scans. 6 is more than enough. For Datamined Wake Scans, I would like more, so I would set the cap for those at say, 50. The point is, since I get to set it, and its something that I set myself, for people that don't want to use it, they don't have to. For others like myself, I no longer have to leave the game in order to play the game. This would be a very quick and easy thing to code, and since it can be triggered whenever a material is picked up, it should not cause any lag or additional processing power.
 
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