Should be able to move modules in cargo.

Aren't the cargo modules considered "racks", as in, there's shelving in place? Are the intended models being shipped in the cargo being taken apart piece by piece to account for this spatial dilemma? What about partially full cargo? You'd need to split the module across multiple cargo racks. Space legs.
 
Title say all I guess. Seems if say a module is 32 tons and I have 32 tons of cargo space I should be able to move it myself.
s-l640.jpg


One would think...
One would be wrong, but one would think....
 
Indeed - for cash, not credits - as we can't transfer credits in this game - nor circumvent the requirements of Engineering.
That... is just alarmist thinking right there.

That's like saying if we had cmdr to cmdr trading, everyone would gold farm. This isn't that kind of game, it has been stated and proven over and over, this isn't an MMO no matter how much the devs want it so.

I've never understood this irrational fear of trading in this game, and it IS irrational. First thing I thought of with being able to carry modules is bulk purchases from your favorite stores so you can kit out multiple ships on one shopping trip or enginner multiple modules in one go instead of having to piece meal bring each ship in your fleet one at a time to the engineer.
 
s-l640.jpg


One would think...
One would be wrong, but one would think....

The issue here is, the statement in and of itself is correct. The problem is that weight is only one factor of cargo calculations, and the fact that the game models cargo solely in weight vs m3 is a design oversight that's existed since the game was born.

But then I remember the irony, in that everyone saying how UNEvE they want this game to be, to be as FAR away from it as possible, while then complaining as to why certain aspects of the game aren't more EvE like.

Which I agree with btw, there are certain aspects of EvE this game would do well to adopt. but that's my 2 pence.
 
The issue here is, the statement in and of itself is correct. The problem is that weight is only one factor of cargo calculations, and the fact that the game models cargo solely in weight vs m3 is a design oversight that's existed since the game was born.

But then I remember the irony, in that everyone saying how UNEvE they want this game to be, to be as FAR away from it as possible, while then complaining as to why certain aspects of the game aren't more EvE like.

Which I agree with btw, there are certain aspects of EvE this game would do well to adopt. but that's my 2 pence.

It goes back further than the launch of the game. It goes right back to the original elite, where everything was in tons.

Haven't they taken steps in the UI to change the wording now? I swore it was reported in units now instead of tons for cargo... or maybe it was just a dream i had.
 
This has been discussed a fair few times over the years. The devs have explained that the design of the cargo bays have already been laid out. Capital class ships for transporting oversized cargo, standard ships for hauling 1 metric tonne (1 unit) cargo canisters, each one being a fixed size.

Anaconda Cargo bay below the bridge

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Early T7 design

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Robert Maynard

Volunteer Moderator
That... is just alarmist thinking right there.

That's like saying if we had cmdr to cmdr trading, everyone would gold farm. This isn't that kind of game, it has been stated and proven over and over, this isn't an MMO no matter how much the devs want it so.

I've never understood this irrational fear of trading in this game, and it IS irrational. First thing I thought of with being able to carry modules is bulk purchases from your favorite stores so you can kit out multiple ships on one shopping trip or enginner multiple modules in one go instead of having to piece meal bring each ship in your fleet one at a time to the engineer.
If it is possible then it will happen - which can be said about a lot of features in this game.

Not understanding why others don't want to facilitate the activity is fine - it won't change their opinion.
 
This has been discussed a fair few times over the years. The devs have explained that the design of the cargo bays have already been laid out. Capital class ships for transporting oversized cargo, standard ships for hauling 1 metric tonne (1 unit) cargo canisters, each one being a fixed size.

Anaconda Cargo bay below the bridge

View attachment 146196

Early T7 design

View attachment 146197
I always love to see these schematics and concept drawings.
A side note concerning the Hangar Bay:
By looking at the Anaconda picture, it seems that the location they originally chose for the cargo racks is now sharing the space with the SRV hangar, so it seems that the above concept is not fully applicable anymore.
Maybe I'm wrong but the planetary hangars have been implemented without too much thinking: in the Sidewinder the hangar is just too big and it's clipping through the cockpit.
It's also too small for the scarab itself. During the boarding sequence the two white probes in the front clip through the hangar frame when the SRV is lifted up and this is very clear in VR.
 
You can't put either one of two identical matchboxes inside the other one without damaging one or both of them.
 
If it is possible then it will happen - which can be said about a lot of features in this game.

Not understanding why others don't want to facilitate the activity is fine - it won't change their opinion.

That's perfectly fine, everyone is entitled to their opinion not saying they shouldn't be. I just reserve the right to point out how ridiculous those opinions are.

To limit a game over what COULD happen and over something that would by definition be a minor issue, vs the enrichment that would occur to the rest of the regular law abiding player base being allowed to interact, collaborate and share.
 
That's perfectly fine, everyone is entitled to their opinion not saying they shouldn't be. I just reserve the right to point out how ridiculous those opinions are.

To limit a game over what COULD happen and over something that would by definition be a minor issue, vs the enrichment that would occur to the rest of the regular law abiding player base being allowed to interact, collaborate and share.
What enrichment? It's not going to be very enriching, and it's not even something that's widely sought after, or even wanted. And being worried about what "could" happen is called having foresight, which is pretty important when thinking about developer resources in a game.

If we're talking about ridiculous opinions, thinking that opening the possibility of module trading would be "minor" is leading the pack.
 
I thought this was answered ages ago with the idea that a cargo RACK is a RACK designed to hold a standard cargo unit that we refer to as a single ton.


Meaning your cargo hold is full of shelves.
 
I thought this was answered ages ago with the idea that a cargo RACK is a RACK designed to hold a standard cargo unit that we refer to as a single ton.


Meaning your cargo hold is full of shelves.
It was, but people disregard logic in favor of whatever it is they want.
 
What enrichment? It's not going to be very enriching, and it's not even something that's widely sought after, or even wanted. And being worried about what "could" happen is called having foresight, which is pretty important when thinking about developer resources in a game.

If we're talking about ridiculous opinions, thinking that opening the possibility of module trading would be "minor" is leading the pack.

The concern is over some kind of Chinese style gold farming scheme and this irrational fear being used as the reason for not implementing it.

While not having it prevents legitimate players from collaborating in any meaningful way. Especially if Fdev wants Squads to be more then just persistent wings.

Squadrons are supposed to be, at least in how Fdev is wanting to take it, guilds in the traditional sense. To allow players to specialize, to coordinate, to contribute to one another, For Ex, every guild has a guild crafter, the guy or girl who goes all in to the crafting system the game has to offer, in this game's case, Engineering. The guild crafter would be the person to go to and they would engineer the modules, maintain the guild's feedstock materials for engineers well as it stands, this cannot happen, there is no meaningful interaction between squadrons and their won't be until Fdev let's go of that fear and allow the regular player base to start interacting with more then just pew pew.

I mean, at least that's how I understand it with Fdev wanting group play to be more of a thing.

And btw, I wouldn't be too confident of a defender of Fdev in the "foresight" department, because the lack of QA for their patches, the further power creep and imbalance issues, the sheer amount of bugs in this game, illustrates that their foresight, assuming they have it, is focused on the wrong things, clearly.

When they told us, they were taking the next two years off to develop the "next big thing", the community was perfectly accepting of this, with the caveat that they quote "Fix the game" the long standing bugs and issues.

What have they done for the last 2 patches. "Fixed" a new player experience that nobody asked for, and added cruise control.

So clearly, their focused that much is evident, just on the wrong things. And clearly they have the man power, because again, they told us they have 100 developers working on the game. But yet not any few of those 100 to do proper QA so patches don't come out abysmally broken? Hmmm, again probably focused on the wrong things.
 
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