Carebears should take this up as a cause. Not being able to trade between players creates an unnecessarily adversarial play-space.
Very droll.
Carebears should take this up as a cause. Not being able to trade between players creates an unnecessarily adversarial play-space.
ANYTHING cargo/inventory/fitting related?![]()
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.
I came here to make such comment... I arrived late thenImagine what they would break with such an update![]()
That... is just alarmist thinking right there.Indeed - for cash, not credits - as we can't transfer credits in this game - nor circumvent the requirements of Engineering.
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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.
If it is possible then it will happen - which can be said about a lot of features in this game.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.
Depends on the type of ton, so do in fact refer to volume and are usually used for shipping space.Tonne of feathers, tonne of bricks....
(i.e Weight != dimensionality)
Tonne mass, in this context.Depends on the type of ton, so do in fact refer to volume and are usually used for shipping space.
I always love to see these schematics and concept drawings.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
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.
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.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.
It was, but people disregard logic in favor of whatever it is they want.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.
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.