STORAGE

Other than cargo, there is no reason to hold anything physical.
Sure you could store materials, but who really needs to?

What FDev are against (rightly so) is any way in which in game assets can be exchanged between players. That includes, direct trasfer, selling or buying assets (either for bartering or through an intermediate asset such as credits).

The issue with storing cargo is the issue of stockpiling. if you can store cargo, then you could reate a huge pile ... and the right goods, delivered at the right time would be a massive sudden impact on the BGS and it would be undefendable. You could also crash a market because the economics of ED take into account the different economic types but they do not deal well with supply and demand. So the fact you are storing a lot of goods that goes into a market does not raise the price of those goods through scarcity, but yu can dump a lot on amarket and hit demand and drop the price enormously.

Sure FDev could limit the cargo storage to stop this, but then you'd just store a small amount in many many stations....

besides all of this I think the simple fact is that storing cargo becomes another database with record keeping spread across every player and evry station in the galaxy - its a sizable overhead in coding and storage for very very little benefit
 
Other than cargo, there is no reason to hold anything physical.
Sure you could store materials, but who really needs to?

What FDev are against (rightly so) is any way in which in game assets can be exchanged between players. That includes, direct trasfer, selling or buying assets (either for bartering or through an intermediate asset such as credits).

The issue with storing cargo is the issue of stockpiling. if you can store cargo, then you could reate a huge pile ... and the right goods, delivered at the right time would be a massive sudden impact on the BGS and it would be undefendable. You could also crash a market because the economics of ED take into account the different economic types but they do not deal well with supply and demand. So the fact you are storing a lot of goods that goes into a market does not raise the price of those goods through scarcity, but yu can dump a lot on amarket and hit demand and drop the price enormously.

Sure FDev could limit the cargo storage to stop this, but then you'd just store a small amount in many many stations....

besides all of this I think the simple fact is that storing cargo becomes another database with record keeping spread across every player and evry station in the galaxy - its a sizable overhead in coding and storage for very very little benefit

Then you saying that every other space game is unbalanced, cause Ed is the only space game ever that don't have some sort of storage... And if Ed don't go well with supply and demand, then the whole market mechanic failed... Don't get me wrong, I'm not a hater , I like Ed much but that is really on my nerves, it's not hard to code and won't break the game balance at all.
 
Then you saying that every other space game is unbalanced, cause Ed is the only space game ever that don't have some sort of storage... And if Ed don't go well with supply and demand, then the whole market mechanic failed... Don't get me wrong, I'm not a hater , I like Ed much but that is really on my nerves, it's not hard to code and won't break the game balance at all.

Your analogy with 'every other space game ever' is spurious.
You already have storage for every permanent asset in the game. Mats, modules, credits, data, engineering, ships themselves.

The only thing you dont have storage for is cargo. And cargo is transient, it only exists in the game for purposes of trade. The only benefit in storing cargo is either to get over minor issues like swapping ships without emptying your cargo hold, or to stockpile goods. One of which is trivial and best solved by better ship swapping mechanics the other could have significant impacts on the BGS. Neither of which make the non-trivial amount of coding worthwhile.
 
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