Should be able to move modules in cargo.

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 .....
 
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?
 
Yes, I understand. Are you implying that you can't think of a way around this?

I don't have to, PERSONALLY (yes in uppercase for emphasis so others can't assume I am talking for them) I think the concept of moving modules in the game is rather silly and would cause more grief. For example, you jump in your T9 with all your expensive, fully engineered modules, the ones you have spent hours on getting the mats, then the engineering including the experimentals done. All you have to do is get back to your home base and transfer them into your other ships. 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 .....
 
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?
 
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
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).
The risk of loosing the modules could also make things interesting.
 
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?
Read the thread.

Reasons have been listed and there's no shortage, but he focused on one, single thing, because apparently we must examine every single reason why it's a bad idea, one at a time, while waiting for a reason why modules-in-cargo is a "good" idea.

M00ka clearly thought about non-players since he specifically called out NPCs (again, you seem to have issues reading before you respond) and there are plenty of reasons why it's a bad idea beyond the supremely narrow reason you decided to pounce on. And you think that destroyed ships drop their cargo, which is... well, if you were trying to show how clever you were, that was not productive.

Modules in cargo is a bad idea because of physics (mass=/=volume=/=dimensions), the size of the cargo hatch, bypassing engineers, the incredible exploitability of such a mechanic, the raw issue of resources to implement such a poorly-thought-out idea, the idea that you can carry an infinite number of Fuel Scoops in a Sidewinder, and last but not least it's got no purpose, no reason to exist, and everyone who's been in favor of it has all the forethought of one (1) Flaming Hot Cheeto.

Feel free to make any argument or reason why it's a good idea. And remember, your opinion is not a reason.
 
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.
 
There's no stuff to take on destroying another CMDR - player ships drop neither materials nor cargo when destroyed.

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.
 

Robert Maynard

Volunteer Moderator
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.
I expect that there was the hope, from some, that modules in cargo could be "acquired" by other players - so it changes that.
 
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?
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.
 
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.
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?

Hell, we're presenting imaginary problems with the idea you want, and your solution is to ignore them. How do you function in real life?

Or is that just a bunch of words that aren't really saying anything on the topic to try and shuffle past all the things you can't really respond to?
 
Choosing to ignore inconvenient (to the proposal) aspects of cargo handling on ships in the game.

But I'm not ignoring it. I'm saying "change it." That's not ignoring. Are you suggesting that nothing should be changed? I suspect you are.

What's happening here is as plain as the nose on your face. Whenever you come up with a new idea - even something as trivial as a minor change to a computer game - the first thing you have to learn to handle is the inevitable chorus of "that's impossible". The reasons come afterwards, it can take a few moments to think them up.

Over and out. You've worn me down.
 
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