Um has no one noticed that cargo is in 1ton cylinder containers, modules are much more than 1T each on not cylindrical at all.
Never mind...
As mentioned many times in this thread you haven't read, cargo racks are built to hold specifically shaped cargo containers.So? Why do you think that matters? I'm genuinely curious.
I am guessing here but I think CMDR Ezren is trying to explain that cargo is moved in set, definable containers. So lets say you want to move your 40T Sensor module, since the racks are designed around 1T containers neatly fitting into the rack you would have to slice and dice your Sensor module into 40 1T segments. Kind think it won't work very well after that .....OK, and?
I am guessing here but I think CMDR Ezren is trying to explain that cargo is moved in set, definable containers. So lets say you want to move your 40T Sensor module, since the racks are designed around 1T containers neatly fitting into the rack you would have to slice and dice your Sensor module into 40 1T segments. Kind think it won't work very well after that .....
Yes, I understand. Are you implying that you can't think of a way around this?
Good point. However, you currently get also stuff like loaded premium ammo back with the rebuy. With current FDEV logic as I perceive it you should also be able to rebuy the transported modules (and pay for them).But along comes CMDR PvP (or even a couple of NPC for the unwary) and you are looking at a rebuy screen, and all your modules are gone. How long do you think that will last until the salty tears break the levee bank
There's no stuff to take on destroying another CMDR - player ships drop neither materials nor cargo when destroyed.You think moving stuff around is silly. OK. Because a bad person might kill you and take your stuff.
Read the thread.You think moving stuff around is silly. OK. Because a bad person might kill you and take your stuff.
Isn't that all part of the game? Isn't that what Open Play is about? And isn't there a Solo mode, and a Private Group mode, so you don't have to risk that. But you didn't think of that. Or, let me guess, you did, but there's a really good reason why that won't work either, right?
Where real problems, caused by real constraints, exist they are tackled. Deciding to arbitrarily ignore constraints is not an option.How do you guys manage in the real world, where real problems happen, and things are difficult?
There's no stuff to take on destroying another CMDR - player ships drop neither materials nor cargo when destroyed.
I expect that there was the hope, from some, that modules in cargo could be "acquired" by other players - so it changes that.OK, you're quite right, thanks for the heads up. Does it change anything? I think the man's point was that you lose it, regardless of who, if anyone, gets it.
Where real problems, caused by real constraints, exist they are tackled. Deciding to arbitrarily ignore constraints is not an option.
Choosing to ignore inconvenient (to the proposal) aspects of cargo handling on ships in the game.I'm sure I'll regret asking, but against my better judgement....what's arbitrary about it?
That in fact is not at all what the game is about, as players taking your stuff isn't really a thing. The only risk is the credits and your time.You think moving stuff around is silly. OK. Because a bad person might kill you and take your stuff.
Isn't that all part of the game? Isn't that what Open Play is about? And isn't there a Solo mode, and a Private Group mode, so you don't have to risk that. But you didn't think of that. Or, let me guess, you did, but there's a really good reason why that won't work either, right?
Are you really saying that we shouldn't be approaching an imaginary scenario like a real problem, and then immediately wonder how we approach real problems?This is the most remarkable discussion I've ever been involved in. It concerns an imaginary problem, in an imaginary environment, where imaginary events happen to imaginary things. And some people can't solve the problem.
How do you guys manage in the real world, where real problems happen, and things are difficult? Some people throw in the towel easily: you fellers have automatic towel throwers - which other people invented; too many problems to solve there (how to transport the towels for instance).
Thank God not everyone thinks like you. We'd still be living in caves and eating nuts and berries. What an indictment.
Choosing to ignore inconvenient (to the proposal) aspects of cargo handling on ships in the game.