So... how should storage work?

Chrissakes.. all they have to do is increase the current storage limit. Say 100 of each item and make engineer components act as materials. That way you're not interdicted 9 times on a 12 jump run to an engineer with 3 micro-weave cooling hoses and you don't have to worry about all of your mission reward items being lost if you die. Not to mention you'll have the mats needed when the time comes and you don't have to play Inventory Management:The Game.
 
Increasing inventory limit is nothing more than a short temporary solution. It took me 2-3 days to get 600/600 and 200/200 full.

An actual storage service is gravely and urgently needed. I don't understand how FD could have overlooked a storage mechanic. Its the basics of all games, you got crafting, you got mats, you got inventory, you got goods/loot therefore you need a storage/vault. Its part of the equation. How can they miss such a simple and foundation concept? Are they actually game developers?

Anyways for starters, they can just implement a storage service at selected stations throughout the populated regions. Storage is not universally shared and players require a fixed 'fee' to deposit each item inside. 'Things' being materials and commodity materials at the MINIMUM. If they want to be nice, then include general commodities and modules. No need for 'rent', it complicates things like players will complain its not affordable or the billing cycle and all that shenanigans etc. Keep it simple, a good stepping stone because storage needs to be implemented ASAP. FD can then fine tune it in later patches.
 
Because of the desire to upgrade ships without cargo, it's essential that storage is implemented at Engineer bases.
To avoid potential stockpiling for market manipulation purposes, the amount of storage available should be relatively small.

I'd suggest enabling 16 or 32T storage at each Engineer location as the bare minimum - that and the new ability to move cargo between ships at least makes it viable.
 
Storage in avaible stations-

You can get the goods by teleport

Easy and a fun game mechanic...

Doesn't work; breaks the trade system.

I fill my Asp's hold with Palladium. Move it to storage. Repeat fifty times.

Fly to somewhere it's expensive. Take out of storage. Sell. Profit, without ever having to transport your own cargo.

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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.

Something like this would be my preference, but completely fixed in location: You're renting a locker somewhere. If the costs are high (10,000/wk/ton, say) then it [should] prevent market manipulation. It also acts as a bit of a cash sink for the more experienced players.

Another alternative would be to simply make the 'cargo' materials 'non-cargo' materials and up our material allowance. I'd personally rather like that, and it's a lot easier to implement from a development perspective.
 
More controversial, but if Storage were to include the zero-weight materials as well (in significant amounts), would we accept the removal of the magic backpack and accept the loss of materials and data on ship destruction?

The logic being, that we aren't magically carrying a bunch of random rocks, ship parts, and data around with us at all times but instead storing them in specific compartments in our SRV / Ship.
Automatic transfer between ships - optional transfer between ships and the storage locations.
 
I think storage is an essential element to the game, however I am dead against it being available only at Engineers stations as they are unaccessible for any player who hasn't got/can't run Engineers.

I think it should work like this for materials any station that has a storage facility will sell you access to a secure space the cost would be based on the volume you wish to store and is paid in advance the space is yours until you leave it empty for 24 hrs at which type it becomes available for others to rent.

Depending on station size location the number and size of storage spaces will vary.

Data storage should be more ubiquitous again you buy your space in advance and it becomes available for resale when emptied.

As I don't have access to Engineers I hadn't seen the need for module storage but this could work in the same way with the facility being available anywhere that does outfitting again station size would influence numbers and size of stores, cash in advance and reverts 24 hours after being emptied.

Cargo/commodities should not be legally stored this way to stop people accumulating 800 tons of a rare item and then profiteering. I am not saying it shouldn't be doable just that it should only be possible at lawless locations.
 
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.

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

Create a storage feature, job done.

Better not be starting any UI Sux threads or any other implementation is not what you like threads when the storages comes and it meets your expectations of "existing"
 
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