Two things that have been majorly bugging me

1. Why hello there, delayed ship transfer.. I couldn't really care less whether ship transfer is gonna be delayed or instant, BUT! people have been crying for immersion and realism, so in the interest of that I suggest that it should be possible that your transferred ship can actually be destroyed on the way. I suggest that ship transfers can be delayed even more due to civil wars and whatnot. I suggest that in case you should not be present at the station, your ship gets dropped off a few ly away in another system at a depot. Because at this point adding a delay alone adds literally nothing except the feature being more tedious.

2. How the actual cockadoodle do we still not have cargo storage space? I know Sandro "No" Sammarco said during the last stream that we would be getting it later (not with 2.2, tho). I can't wrap my head around the fact that it hasn't been here for months. It's 3302 and I can't cockadoodling rent storage space in a cockadoodling space station? It blows my mind. Especially since I've been farming engineers materials for the past couple of days and should I have to jump into my FDL for some urgent combat, they'd all be gone (unless i transfer them to a friend first, which might as well take an hour). Absolutely unacceptable. I won't even get started on things like that we can only pin one blueprint (lol..).
 
1. No. The delay is bad enough for players with limited time on their hands. There's a point at which "realism" and "immersion" just cross into "stupid mechanics". If you want realistic tedium, I can recommend getting a job in web development.

2. If you're listening to Sandro or reading any thread on the topic (and they come up daily), you'll know that there will be no generic cargo storage. The one thing they're considering is a way to stockpile engineer-specific commodities.
 
The inability to look at any blueprint from any engineer in game actually bothers me more than your two points.

We definitely should have had storage for engineer commodities with engineers though. That was a mistake on their part.
 
no: to the random destruction during transport, that's like dying in D&D without a saving throw.

your ship can be destroyed by stupidity, overpowered NPCs, griefers, lack of fuel etc, but not by pure randomness without the chance to act.
 
Ability to look at cargo descriptions like in the trade screen or the engineering material menu on the right console.
List of places cargo, modules, ships could be located based on where my ship has been. Computer giving a "best guess" where I could find some cargo/modules/ships.
Actually, the whole functionality of eddb / inara websites being integrated into the base game. Maybe an "improved trade datalink" optional core ship component but also available for "free" while docked at a station.
Some kind of in game wiki so that I can look up components, ships, goods, factions, and galnet directly from the cockpit, like the SRV screen having a "wiki" option?
A "plot path to this mission" on the left screen transaction tab.
A economical/fast/as fast as possible but still have enough fuel to reach destination/fast but always end at scoopable options on the left navigation tab.
A key binding for turning off/on groups of equipment. Like I want to be able to turn off my fuel scoop at a keypress.
 
1.it should be possible that your transferred ship can actually be destroyed on the way.

indeed. the ships should actually do the trip in real time. ideally, they would blip in each passed system, could be seen by others and have a chance to be interdicted (with a very harsh response from the authorities)

I suggest that ship transfers can be delayed even more due to civil wars and whatnot.

had that thought too but you know how blockades work with that open/solo thing: not at all.

adding a delay alone adds literally nothing except the feature being more tedious

well, it's a simulation, level of detail varies. a simple delay was the cheapest solution possible but is still better than daft teleportation.

2. How the actual cockadoodle do we still not have cargo storage space?

i could hand you a handkerchief, but don't know what a cookadoodle is ...
 
1. Why hello there, delayed ship transfer.. I couldn't really care less whether ship transfer is gonna be delayed or instant, BUT! people have been crying for immersion and realism, so in the interest of that I suggest that it should be possible that your transferred ship can actually be destroyed on the way. I suggest that ship transfers can be delayed even more due to civil wars and whatnot. I suggest that in case you should not be present at the station, your ship gets dropped off a few ly away in another system at a depot. Because at this point adding a delay alone adds literally nothing except the feature being more tedious.

2. How the actual cockadoodle do we still not have cargo storage space? I know Sandro "No" Sammarco said during the last stream that we would be getting it later (not with 2.2, tho). I can't wrap my head around the fact that it hasn't been here for months. It's 3302 and I can't cockadoodling rent storage space in a cockadoodling space station? It blows my mind. Especially since I've been farming engineers materials for the past couple of days and should I have to jump into my FDL for some urgent combat, they'd all be gone (unless i transfer them to a friend first, which might as well take an hour). Absolutely unacceptable. I won't even get started on things like that we can only pin one blueprint (lol..).

1.
This was a decision for BALANCE and to avoid people outfitting only one ship with a FSD. To avoid people teleporting an FDL 600ly in one second. Instant transfer would have made different jumpranges meaningless. It would have been like every ship has a standard jumprange of 60ly. This has nothing really to do with immersion or reallity. So your suggestion about ship destroying is just stupid. When adding reality, the corporate for the transport would have an insurance to give you your ship back after they have lost it. So no destruction in every scenario

2.
Cargo storage is not implemented because it would give some serious exploit possibilitys in terms of the BGS. Every transaction about commodity selling/buying makes a change on influence at the faction. A storage would give really room for exploit usage. As long as their is no solution for this problem, there won't be a storage.
 
Last edited:

dayrth

Volunteer Moderator
The inability to look at any blueprint from any engineer in game actually bothers me more than your two points.

We definitely should have had storage for engineer commodities with engineers though. That was a mistake on their part.

Or at least be able to pin multiple blueprints. ATM I'm using a pad and pencil. Very 32nd century :|
 
indeed. the ships should actually do the trip in real time. ideally, they would blip in each passed system, could be seen by others and have a chance to be interdicted (with a very harsh response from the authorities)

Ships are transported via bulk freighters. Since transporting a single Anaconda in another ship doesn't sound economical I guess they'll be able to transport several ships. That puts them more in line with capital ships regarding sizes. It's also possible that they use the same hyperspace technology. So interdicting them doesn't sound like a good idea... It would be nice to have them represented in game though.
 
Ships are transported via bulk freighters. Since transporting a single Anaconda in another ship doesn't sound economical I guess they'll be able to transport several ships. That puts them more in line with capital ships regarding sizes. It's also possible that they use the same hyperspace technology. So interdicting them doesn't sound like a good idea... It would be nice to have them represented in game though.

Where got these bulk freighters confirmed? I imagine that single pilots transport it rather than a bulk freighter. It have to be at least capitol class size to transport big ships so i don't believe that lore allow such ships to exist nor the economy
 
Last edited:
Where got these bulk freighters confirmed? I imagine that single pilots transport it rather than a bulk freighter. It have to be at least capitol class size to transport big ships so i don't believe that lore allow such ships to exist nor the economy

AFAIK FDEV calls them bulk freighters. They even say how much time it takes to load your ship on it (5 minutes).
 
AFAIK FDEV calls them bulk freighters. They even say how much time it takes to load your ship on it (5 minutes).

That's not the time to load the ship, that's the minimum amount of delay a ship transport will need. Say from one station to another or to the system right next to the origin.

Nothing about bulk freighters so far
 
That's not the time to load the ship, that's the minimum amount of delay a ship transport will need. Say from one station to another or to the system right next to the origin.

Nothing about bulk freighters so far

Hang on, I'll look for the official post...

EDIT

The first one I found:
Hello Commander Phil^!

We'll be finessing the final times, which might end up being a little shorter (we wanted to be as extreme as possible in the poll to make the potential consequence as clear as possible), but it will likely be in the same ball park, as these times will represent bulk freighter transport, which is not fast.

I think there is another one, I'll keep looking...
 
Last edited:
Okay seems like i have missed this :)
Thanks for sharing and have some rep ;)

You are welcome ;)

Here is the post with the 5 minutes boarding time:

Hello Commander CMDR Pugwash!

The delivery time would be a minimum of around five minutes, representing basic logistics of getting your ship loaded into a bulk carrier, followed by an additional time cost per light year to be travelled. The ballpark we are looking at would mean a delay of around 100 minutes if you transfered a ship from one edge of human space to the other (around 300 light years).
 
Last edited:
Back
Top Bottom