Storing active ships remotely shouldn't be prevented by cargo.

If you take a shuttle to another station where you have stored ships, you cannot switch to another ship if you have so much as a single limpet in your active ship. This feels ridiculous both in-universe and gameplay-wise.

If it is possible to store the ship remotely only if it is empty, then it should also be possible to empty it remotely. Either by selling the contents (maybe at a reduced price, and of course at the market where the ship is located), or at the very least by destroying the contents entirely. Making a long trip only to have to return because you forgot to remove the cargo seems pointlessly punishing.
 
If you take a shuttle to another station where you have stored ships, you cannot switch to another ship if you have so much as a single limpet in your active ship. This feels ridiculous both in-universe and gameplay-wise.

If it is possible to store the ship remotely only if it is empty, then it should also be possible to empty it remotely. Either by selling the contents (maybe at a reduced price, and of course at the market where the ship is located), or at the very least by destroying the contents entirely. Making a long trip only to have to return because you forgot to remove the cargo seems pointlessly punishing.

This illogical restriction costs me 4m CR just to transfer my Anaconda yesterday after being thrown into detention 350LY away where APEX don't provide route service and unable to both use alternative or buy a new smaller ship to get back to where I was! Madness!
 
This illogical restriction costs me 4m CR just to transfer my Anaconda yesterday after being thrown into detention 350LY away where APEX don't provide route service and unable to both use alternative or buy a new smaller ship to get back to where I was! Madness!
In that situation, relogging to Horizons should relocate you back to your active ship for free. But I agree it is ridiculous.
 
It's designed to prevent exploitation effects of storing large ships full of mats ready to sell when conditions are right.
 
It's designed to prevent exploitation effects of storing large ships full of mats ready to sell when conditions are right.
That would make more sense if:
a) they hadn't let players buy 25kT mobile cargo storage units
b) the prices of any goods varied by such an amount - on the scale of the galaxy - that stockpiling a few hundred tonnes on a ship was an effective way to make money
c) it wasn't utterly trivial to make large amounts of money quickly by other means

There are good reasons not to allow a ship to be transferred between stations with cargo aboard, but the only (remaining - some of those were more valid in 1.0) reason we can't store cargo on ships is that they haven't implemented it.
 
That would make more sense if:
a) they hadn't let players buy 25kT mobile cargo storage units
b) the prices of any goods varied by such an amount - on the scale of the galaxy - that stockpiling a few hundred tonnes on a ship was an effective way to make money
c) it wasn't utterly trivial to make large amounts of money quickly by other means

There are good reasons not to allow a ship to be transferred between stations with cargo aboard, but the only (remaining - some of those were more valid in 1.0) reason we can't store cargo on ships is that they haven't implemented it.

There are not many of the original reasons left for this... and still they could have handled all of this much better...

Having better options to atleast sell the stuff when trying to switch ships would have gone a long way to make this less of an issue. and done something about limpets, as they are a real PITA to have to sell and buy all the time, when switching ships for doing different things...

Sadly this is just one of many "didn't bother to think about this" when it comes to Odyssey... just like how you wouldn't want to run through your ship every time to enter/exit, and then when you are docked, you are forced to run the entire length of your ship, since the elevators is behind your ship and the interaction zone is in front of the ship...... (I know some station have the elevators to the side and not behind the ship..)

I have given up on anything making any sense in this game... as by just looking at the what we have got in the past, like multicrew, and why can we remote join "friends" ships but we must be at the same station to fly our own ships? Why can we remote fly SLF and have to drive the SRV in person? etc, etc... Some game decisions FDev have said was plain and simple for the entertainment value, and then they add stuff that goes directly against those ideas... and Fleet Carriers.. breaking so many of the old rules of stuff we are not allowed todo...



So this is just another thing that does not make much sense, and FDev are more than likely not going to address this issue in any meaningful manner.
 
That would make more sense if:
a) they hadn't let players buy 25kT mobile cargo storage units
b) the prices of any goods varied by such an amount - on the scale of the galaxy - that stockpiling a few hundred tonnes on a ship was an effective way to make money
c) it wasn't utterly trivial to make large amounts of money quickly by other means

There are good reasons not to allow a ship to be transferred between stations with cargo aboard, but the only (remaining - some of those were more valid in 1.0) reason we can't store cargo on ships is that they haven't implemented it.

Indeed things are changing, I would have no problem with remote selling for instance, there's absolutely no reason that shouldn't be possible, I mean we do it now with goods!
 
There are good reasons not to allow a ship to be transferred between stations with cargo aboard, but the only (remaining - some of those were more valid in 1.0) reason we can't store cargo on ships is that they haven't implemented it.

The only argument I can think of for not allowing ship storage at the moment is for CG's where some people might get early warning of a coming CG location and required goods and stockpile goods at the CG station in parked T9's ready to flood it and take top spot. But that would require knowing in advance type and location of goods to be stored so it's probably unlikely.
 
The only argument I can think of for not allowing ship storage at the moment is for CG's where some people might get early warning of a coming CG location and required goods and stockpile goods at the CG station in parked T9's ready to flood it and take top spot. But that would require knowing in advance type and location of goods to be stored so it's probably unlikely.
I think if someone does manage to predict the location and requirements of the next CG that well, they probably deserve to make some money off it.

There have been a couple of cases recently where it was not completely impractical to do so, though I don't know if anyone did.
 
I don't think it's just about CGs and stockpiling cargo. Bear in mind that there's an entire game mechanic built around interdiction, based on the cargo that you're carrying at the time. If you absolutely gutted a Type 9 and turned it into a giant shipping container, but then were able to Apex to your destination without fear of interdiction, and then have your ship remotely delivered to you, you'd be skipping around that entire mechanic. Interdictions might not be a big deal for most pilots (I say this as someone who flies a Type 9 often, and hasn't failed to avoid interdiction since day one - and I'm shyte at this game, so it can't be that difficult), but they are a core gameplay mechanic. There's probably BGS consequences to this as well: again, I'm sure they're no problem for players who know what they're doing, but actually having to face the (moderate) challenge of flying through dangerous territory with all that cargo is the point of the game.

It's one thing for players to be able to shrug off that gameplay mechanic because we're better than it, it's another thing for the developers to introduce a feature that lets you sidestep it completely. It "doesn't matter" in a practical sense, but the developers are obviously going to keep designing features based on how the game is designed to work.
 
I think if someone does manage to predict the location and requirements of the next CG that well, they probably deserve to make some money off it.

There have been a couple of cases recently where it was not completely impractical to do so, though I don't know if anyone did.

I was thinking more insider info rather than guessing.
 
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