Ship Cargo - Allow It To Stay Onboard When Ship Swapping

Hi

I’d like to make the suggestion that if I switch from one ship to another, I am given the option whether to transfer the cargo to my new ship, or to keep it with the ship I am leaving. It’s rather annoying to not be able to switch to another ship because the ship I want to transfer to does not have the same cargo capacity as the ship I am currently in.

Thank you.
 
I ran into this recently when I was swapping modules from one ship to another and didn't realize I had cargo that wasn't sold or jettisoned.

I'm still rather surprised that there isn't a player bank in this game. Guess they're afraid of exploitation of some sort.

It would be nice to have even if all I'd be using for it is rare commodities that I want to keep for memento's sake.
 
I like the idea, but there's a risk of it being abused to manipulate the BGS.

Abusive wealthy players will just buy 10 basic Imperial Cutters and load them full of Commodities to destabilise a market at the right time.

How can we get around that?
 
Hi

I’d like to make the suggestion that if I switch from one ship to another, I am given the option whether to transfer the cargo to my new ship, or to keep it with the ship I am leaving. It’s rather annoying to not be able to switch to another ship because the ship I want to transfer to does not have the same cargo capacity as the ship I am currently in.

Thank you.

This has been discussed previously in depth. In addition to manipulating the markets, if memory serves me correctly, (it would not be the first time if it does not), it has to do with perishable items and who will tend to the slaves?
 
This has been discussed previously in depth. In addition to manipulating the markets, if memory serves me correctly, (it would not be the first time if it does not), it has to do with perishable items and who will tend to the slaves?

Tend the slaves? Heh, they're not kept in cryogenics for shipping? I'm... surprised
 
I'm sure the station doesn't want to hold onto your leaky cans of space poop either. Even if it is in your ship.
 
destabilise a market at the right time.

How can we get around that?

Because that kind of thing would NEVER occurr in real life right? I say bring it in... I like the idea and wish I had somewhere to store my stuff... hell, even make it cost credits to lease. Maybe even specific storage yards could be added to some stations like black markets are now.
 
I like the idea, but there's a risk of it being abused to manipulate the BGS.

Abusive wealthy players will just buy 10 basic Imperial Cutters and load them full of Commodities to destabilise a market at the right time.

How can we get around that?
I suspect the best answer is "don't worry about it". The impacts of a single player trading cap fairly quickly on a daily basis, so that sort of pre-preparation is unlikely to help much compared with just fetching the cargo as it was needed. I can't see it being a major exploit, and it would cost a couple of billion credits (90% of which you could get back, yes) to save a couple of hours work on one day.

One can already stockpile exploration data to unlimited amounts at no significant expense at all - far more of it than even 10 Cutters worth of cargo.
 
Because that kind of thing would NEVER occurr in real life right? I say bring it in... I like the idea and wish I had somewhere to store my stuff... hell, even make it cost credits to lease. Maybe even specific storage yards could be added to some stations like black markets are now.

You know... I actually approve this in my own perverse and sadistic way. I mean here's FDev advertising this game as, "take control of a starship in cutthroat universe" and yet for something this cutthroat, they're all prissy and self-righteous about it.

I guess they're afraid of more salt than they're already getting.
 
I like the idea, but there's a risk of it being abused to manipulate the BGS.

Abusive wealthy players will just buy 10 basic Imperial Cutters and load them full of Commodities to destabilise a market at the right time.

How can we get around that?
The markets in ED aren't that responsive to manipulation. At worst you will drop the demand for a commodity, and that only affects the profitability. The way around this is trivially easy to manage. All that needs to happen is that stored cargo is flagged so that it cannot affect the BGS.

Maybe someone could preload a stack of cutters at a CG station, but they would need to know about the CG beforehand for this to be of any use. It could be used to quickly clean out a market of a particular commodity.

I think the main reason FD don't want cargo storage, is that it could be used to exploit fetch/donation missions. These used to pay well, so could have been worth exploiting, but they now pay so poorly that it wouldn't be worth the effort.
 
Leaving cargo with a ship and jump into a new one at the drop of a hat is definitely needed. I totally agree. It p|ssed me off too.
 
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