So... how should storage work?

I have been thinking about this and opening a dialog on how it should work seems like a good idea that way FD can possibly get some ideas. Which can help them help us.

So the big question on my mind is how should storage work? Should it be like ship yard storage works properly and stay at the station you drop it off at? Should it work like a WoW style bank where magically where ever you stop off at a bank all your stuff is there?(Handwavium idea could be that you are using credit or something to get the commodity) Should commodity storage work on ONLY engineer related commodities to try and stop some unintended exploits?

What is every ones thoughts on how implementing storage?
 
I've said this in a different thread, but I feel like a good stop-gap would be to allow us to store cargo in our stored ships. I want to think that this would be simple to implement because the game already remembers our stored ships modules, stats, fuel levels and damage levels, but then again I don't know anything about coding. Anyway, that'd be a good first step until we get an actual 'stash' system.

Edit to elaborate a bit: We already have a UI element and system in place for transferring cargo from our SRV to our ship, so I'd imagine it could work similar to that. As for storing things in a station's 'bank' or 'stash' make us pay some type of fee to hold the items for a week or more. Allow us to pay upfront to extend the holding time, if we wanted to go out exploring. We could receive warnings when the deadline for our storage is nearing, then if we don't re-up the storage costs we lose our items.

Also, the better your relationship is with the controlling faction, the more 'bank' storage you'll get, along with a reduced cost for storage.
 
Last edited:
imho it depends. For Commodities and materials I'd suggest storing them at Engineer-only bases;

The ability to store 50 to 80 commodities per Engineer site.
a 200 to 300 allowance for materials per Engineer site.

For modules I'd suggest it could open up an extra tab in the Shipyard. So on the condition that there is one, modules can be stored.
Accessible only on site.

With the new material storage at Engineer sites, I'd consider reducing the ship's hold back to 300 for them.
It makes more than enough place to store materials, and forces you to go and store your stock at the Engineers you intend to use them with.

The last one is optional, I see how it can become a problem by having to share material storage for jumponium/ammo/srv with the ones you gather for the Engineers.
 
How does any type of storage work.

You have a space, you fill it with stuff.... simple. No need to make it needlessly complicated or irritating like several other features in the game.
 
Last edited:
imho it depends. For Commodities and materials I'd suggest storing them at Engineer-only bases;

The ability to store 50 to 80 commodities per Engineer site.
a 200 to 300 allowance for materials per Engineer site.

For modules I'd suggest it could open up an extra tab in the Shipyard. So on the condition that there is one, modules can be stored.
Accessible only on site.

With the new material storage at Engineer sites, I'd consider reducing the ship's hold back to 300 for them.
It makes more than enough place to store materials, and forces you to go and store your stock at the Engineers you intend to use them with.

The last one is optional, I see how it can become a problem by having to share material storage for jumponium/ammo/srv with the ones you gather for the Engineers.

Personally I would like 'elements' to have their own 200 storage inventory separate from the rest of the materials just like data does.
 
I posted this in another thread the other day. I think the best way would be to declare a particular station as your home base. You could then have storage at that station, either free, or rented. If you decide to change homes, you would get evicted from storage and have to haul all your stuff to the new location. No problems at all with game balance.
 
I have been thinking about this and opening a dialog on how it should work seems like a good idea that way FD can possibly get some ideas. Which can help them help us.

So the big question on my mind is how should storage work? Should it be like ship yard storage works properly and stay at the station you drop it off at? Should it work like a WoW style bank where magically where ever you stop off at a bank all your stuff is there?(Handwavium idea could be that you are using credit or something to get the commodity) Should commodity storage work on ONLY engineer related commodities to try and stop some unintended exploits?

What is every ones thoughts on how implementing storage?
Can't do "magically where ever you stop off at a bank all your stuff is there?" because it would break the trading system. I wouldn't need to actually travel from station to station.

Here's a thought: How about storage at the engineer's bases only?

But as Brimstone said: at a minimum we need.
1) Storing ships stores their cargo with them .
2) The ability to trade with (and preferrably provision) ships in storage.
 
Good idea, here are some random ideas:

- Storage is leased, because the game needs money sinks.
- Storage units are available both in stations and planetary bases. Planetary bases are much less expensive.
- Storage is local to the sation/base. You must dock there to have access to it.
- One storage unit holds 10t. 1000 materials weight 1t (just an example obviously).
- The lease is charged weekly, the credits are withdrawed directly from the user's account. The timer only runs when the player is in the game, to be fair to players who leave the game for long periods of time (imagine not playing for 6 months, and then returning to see your account with no credits at all).
- If the player runs out of credits, a warning message appears giving the player 48hs to pay the debt, or else the storage units get locked until payment is made.
- A storage transfer service is available, so you can move your storage units from one station/base to another, for a fee of course (we are going to be able to transfer ships, so why not storage too?).
- We should be able to store materials, commodities, modules and weapons (i.e. so we swap between engineer customized modules and guns)

Can't think of anything else right now... but that's a start.
 
Like this:

Someone on TS announces they want 16 tonnes of Onuptanium, I have got that, send message that I want 5 tonnes of Handwaveium, I transfer, he transfers, w both go and do idiotic recipe and fail, and we do it all over!
Whats not to like :)

Cheers Cmdr's
 
What I'd like to see is local storage based within stations and planetary bases for data, materials, and commodities. Make the data/material storage galaxy-wide (you can withdraw material from founder's world that you deposited at Achenar for example). For commodities, make the storage available limited based on the station you are at.

I don't think it's a problem to handwave the interstellar material transfer, since they don't have any mass or anything and you can't sell them, trade them, or lose them when you die. Commodities are a bit different, since they actually have financial value thus allowing withdrawals from the same storage unit from anywhere in the galaxy would actually have an impact on gameplay. However we need storage for Commodities now more than ever, since we are encouraged by the engineers and the mission system to hoard special commodities rewarded from missions, but keeping them on our ships while we collect the rest of the materials just paints a target on our backs.
 
I'm guessing Frontier are planning something elegant otherwise they would have put something simple in place already (like storing on your parked ships). What I'm hoping for is being able to hire your own hanger at a base somewhere where you can actually see your ships parked up together and have racks full of modules and cargo crates. Once it's full you need to pay for a bigger space. Would really start to feel like your home. They could add a new shipyards interface too at the same time using the same tech where you can actually see a showroom with all the ships. Having said all that maybe this idea is all for when we have walking and there needs to be somethings simple more immediately!

- - - - - Additional Content Posted / Auto Merge - - - - -

Good idea, here are some random ideas:

- Storage is leased, because the game needs money sinks.
- Storage units are available both in stations and planetary bases. Planetary bases are much less expensive.
- Storage is local to the sation/base. You must dock there to have access to it.
- One storage unit holds 10t. 1000 materials weight 1t (just an example obviously).
- The lease is charged weekly, the credits are withdrawed directly from the user's account. The timer only runs when the player is in the game, to be fair to players who leave the game for long periods of time (imagine not playing for 6 months, and then returning to see your account with no credits at all).
- If the player runs out of credits, a warning message appears giving the player 48hs to pay the debt, or else the storage units get locked until payment is made.
- A storage transfer service is available, so you can move your storage units from one station/base to another, for a fee of course (we are going to be able to transfer ships, so why not storage too?).
- We should be able to store materials, commodities, modules and weapons (i.e. so we swap between engineer customized modules and guns)

Can't think of anything else right now... but that's a start.

anyone else reading this hoping for "storage hunters" style I'm game auctions where players can bid on the mysterious contents of abandoned Cmdr storage lockers who've not paid their rent...
 
Good idea, here are some random ideas:

- Storage is leased, because the game needs money sinks.
- Storage units are available both in stations and planetary bases. Planetary bases are much less expensive.
- Storage is local to the sation/base. You must dock there to have access to it.
- One storage unit holds 10t. 1000 materials weight 1t (just an example obviously).
- The lease is charged weekly, the credits are withdrawed directly from the user's account. The timer only runs when the player is in the game, to be fair to players who leave the game for long periods of time (imagine not playing for 6 months, and then returning to see your account with no credits at all).
- If the player runs out of credits, a warning message appears giving the player 48hs to pay the debt, or else the storage units get locked until payment is made.
- A storage transfer service is available, so you can move your storage units from one station/base to another, for a fee of course (we are going to be able to transfer ships, so why not storage too?).
- We should be able to store materials, commodities, modules and weapons (i.e. so we swap between engineer customized modules and guns)

Can't think of anything else right now... but that's a start.

Why make it over complicated? You have a Station and you have Storage space. Simple.

EVE has storage in any station for free. EVE

You can Store X amount of commodities and X amount of materials.

its a f r e a k i n g game for God sakes......... *facepalm*
 
Last edited:
I wouldn't mind being able to set up a depot/storage on a station (even pay a fee for it), to use for sorting out cargo. For example when I go mining, I come back and sell the all the different resources because my hold is full. But if I had a storage facility, I could store a particular resource there (for example Painite) until I had a full cargo hold of it. Then I could transport the whole load to a station with the best prices for that particular resource. Instead of selling a bit here, and a bit there.
 
Last edited:
For the first iteration, something tied specifically to engineers would be fine for me. Wouldn't even need to be a storage but allow the player to 'donate' materials, data and commodities to the engineer that then go into a bank.

When you go to create a modification with that engineer any donated items stored in the bank of that specific engineer are accessed first before checking the players personal stocks for any additional units.


Then tackle proper storage slowly over time as additional functionality added to that donation behaviour, maybe even broadening it to be more than a donation bank but also capable of utilising engineers to combine multiple items stored to create something else... such as taking stored elements to make a manufactured material of grade 1, then have a hierarchy chain leading right up to converting things into high grade materials, or the reverse breaking high grade materials into their more basic components/materials.
 
Last edited:
For me, there are a few things which could make storage work really well.

1) Storage should be Station based, not "commander based". So unless you are currently at the station where you stored stuff, you won't be able to retrieve it.

2) There should be independent slots for modules, materials & commodities-each with their own storage limit (maybe 500 units of materials, 50 units of commodities and 5 units of modules).

3) Each storage location should come at a weekly cost, depending on how full your storage is, modified by the current system state & your reputation with the station's current "owners" (so a boom system might be more costly than one in retreat).

Beyond these 3 points, I think anything that reduces the chances of exploiting the system gets full marks from me!
 
Storage should be simple. Rent a space fill and retrieve on demand. The space should hold cargo, materials and modules. Welcome to GSS, Galactic Self Storage.
 
I think it should be chargeable. You pay weekly and the cost is dependent on a couple of factors.

I've mentioned before that I think storage in space should be very expensive but very secure. A Coriolis is big but has a limited amount of unit space. Storage on a planet would be cheaper but less secure.

I think your local faction rep could determine price and maybe security response in the event of a burglary. Which would be a very cool aspect of gameplay. Tracking down someone else's stash of triple P and then redistributing it.
 
Get rid of that silly 'magic' storage of resources we currently have that we carry with us. Make proper storage in stations. Then if you want to repair something or craft something out in the black or wherever, or make ammo you physically have to have the resources in your hold.

Implement the realism of storage and stop this silly idea that we carry all this stuff with no weight or mass with our cmdrs, it just does not feel right.
 
Last edited:
Back
Top Bottom