SUMMARY
The current system for player inventory control is tedious, difficult to organize, arbitrary-seeming, and sometimes exasperating; filtering, sorting, dumping, juggling stacking, un-stacking, transferring... This could be vastly improved with a change that employs mostly existing features to seriously streamline inventory control. Shifting from container-based to menu-accessible, module-based inventory with limits resulting from a function of mass could drastically improve speed and ease of building by allowing players to more easily access a variety of materials and components. It could slash the tedium of organizing a single set of possessions through several containers and labeling those. It could allow limitations to inventory sizes based on something relevant, realistic and already extant in the game engine, rather than based on an arbitrary number of slots and/or numerical stack limits. Finally it would enhance the realism of harvesting, crafting, shipping, escorting, storage and the entire player economy. All this can be accomplished through a relatively simple shift that relies primarily on extant game features.
DISCLAIMERS
I have nothing but respect to the work that has gone into the existing inventory system – it has provided a functional initial interface for handling inventory well enough that the game can be enjoyed.
Also, some research into existing threads has contributed substantially to this proposal and I have no desire to claim credit for the ideas of others - anyone desiring recognition for a point in my proposal please feel free to reply a link to the thread showing your preeminence.
I'm not going to post the list of reasons that the inventory system as it stands calls loudly for improvement. There have been other threads on the topic of complaints about it and proposed solutions (some aspects of which have bee incorporated into this proposal). If you fundamentally disagree that the existing system should be streamlined and believe that it is perfect as-is, or something along these lines, this proposal is not meant as an insult to your beliefs, just a statement of mine.
PROPOSED SOLUTION
EXPECTED RESULTS
FURTHER THOUGHTS
*It may be preferable instead of adding tabs to the Shop window, to elaborate on the tree-style interface the shop uses, adding other cargo facilities at the top level of the tree. Tree-sorted inventory would make inventory management very similar to Eve, which seems to appeal to a large portion of the player base.
In the future salvage systems, refinery systems and factory systems could be slaved to Cargo Bays for auto-pull/auto-dump and could even grant specialized capacity bonuses when systems approach a 1:1 ratio as with weapons. So a well-planned, well-built Cargo Bay completely integrated with all other relevant on-board systems could store 2x, 5x, 10x or whatever of many items types, further rewarding good builders.
Eventually various materials and components could be assigned variable masses.
Eventually Cargo Bays could be linked to Shop Modules to auto-stock at certain levels, or shop modules could link directly to Cargo Bays and directly use the materials and capacity of that bay.
I realize in proof-reading this that streamlining to a menu-based inventory control (whether tab-structured or tree-structured) could technically be separated from implementing mass as a factor in inventory and storage and that this may seem desirable. I believe though that to streamline inventory management without implementing any further restriction at the same time would allow players to simply walk around with an inventory holding millions of every item and would thereby actually take some of the fun out of the game rather than enhance it, as these two things in combination would do.
The current system for player inventory control is tedious, difficult to organize, arbitrary-seeming, and sometimes exasperating; filtering, sorting, dumping, juggling stacking, un-stacking, transferring... This could be vastly improved with a change that employs mostly existing features to seriously streamline inventory control. Shifting from container-based to menu-accessible, module-based inventory with limits resulting from a function of mass could drastically improve speed and ease of building by allowing players to more easily access a variety of materials and components. It could slash the tedium of organizing a single set of possessions through several containers and labeling those. It could allow limitations to inventory sizes based on something relevant, realistic and already extant in the game engine, rather than based on an arbitrary number of slots and/or numerical stack limits. Finally it would enhance the realism of harvesting, crafting, shipping, escorting, storage and the entire player economy. All this can be accomplished through a relatively simple shift that relies primarily on extant game features.
DISCLAIMERS
I have nothing but respect to the work that has gone into the existing inventory system – it has provided a functional initial interface for handling inventory well enough that the game can be enjoyed.
Also, some research into existing threads has contributed substantially to this proposal and I have no desire to claim credit for the ideas of others - anyone desiring recognition for a point in my proposal please feel free to reply a link to the thread showing your preeminence.
I'm not going to post the list of reasons that the inventory system as it stands calls loudly for improvement. There have been other threads on the topic of complaints about it and proposed solutions (some aspects of which have bee incorporated into this proposal). If you fundamentally disagree that the existing system should be streamlined and believe that it is perfect as-is, or something along these lines, this proposal is not meant as an insult to your beliefs, just a statement of mine.
PROPOSED SOLUTION
- Allow the player inventory enough slots for every item type in the game (use pages if necessary).
- Limit player inventory capacity to a maximum total inventory mass (the same mass figure already calculated for every structure and ship based on block counts) of, say, 1K (specific amount is very open to discussion).
- Scrap storage containers. Get rid of them completely – they max out at 100 flowers and shrubs or 50,000,000 plates of industrial armor depending on the day. They're basically "treasure chests" that work rather poorly in a world where people use millions of resource to build mega-structures.
- Implement two new blocks with a "computer-module" or "module-enhancer" type relationship to each other; the Cargo Bay (controller) and the Cargo Hold (module/enhancer) (naming convention is very open to discussion, obviously).
- Create an inventory in the database for every installed Cargo Bay, an inventory also bearing a mass limit (100, 1K, whatever) that benefits from a linear increase in capacity for every linked Cargo Hold), and a way for the owner to set permissions (permissions is something I don't have a lot of thoughts on except that there are probably a dozen ways it could work effectively, but I'm sure the community has some excellent ideas for details implementing Cargo Hold permissions).
- Create two new tabs on the "Shop" window in the GUI. *( this was my initial solution to GUI implementation that seemed straightforward, but see FURTHER THOUGHTS below)
- One tab interfaces with the Cargo Bays on whatever Ship Core or Build Block a player is "inside of."
- The other tab interfaces with the Cargo Bays on whatever structure (ship, station, planet) the player's ship may be docked to via Docking Module.
- Additional installed Cargo Bays on a respective structure may be selected by a drop-down on the appropriate tab.
- One tab interfaces with the Cargo Bays on whatever Ship Core or Build Block a player is "inside of."
- Recalculate the mass value of a placed Cargo Bay module as the total mass value of its contents, for purposes of thrust, collision, etc.
- If a Cargo Hold stack is partially destroyed, a percentage (equal to the percentage of that stack which was destroyed) of every stack in the Cargo Bay it belongs to could be either deleted or turned to scrap (open to discussion). If the Cargo Bay module (controller) itself is destroyed, then the inventory sheet is not accessible until a new Cargo Bay is linked to those modules, which then transfer any and all remaining inventory to the new Cargo Bay inventory.
- This may be a serious issue, as linking 10,000 enhancer modules to a controller without deleting many and re-placing them in the process would negatively impact player blood pressure... Also the one-by-one linkages would probably wreak havoc on related item stacks. Alternative approaches to handling destruction of cargo holds would have to be solicited and considered at length.
EXPECTED RESULTS
- Management of all storage beyond a player's personal inventory would be streamlined into a single window. This would save time spent managing inventory, visiting containers for components, and building intricate pull-filter webs that have to be re-built every time the infrastructure is modified – all essentially clerical activities required to get to the actual meat of building, harvesting, fighting, trading, etc. It would possibly increase the need for time spent doing in-game activities such as hauling and escorting.
- Building would be streamlined. Builders wouldn't have to interrupt big projects to dig through containers, which would speed building and improve accessibility of building.
- Trade and mining would require bulk haulers. Factions couldn't so easily strip-mine entire systems in a day and even if they could they would have to take the time to haul it all off and construct massive storage facilities to secure their booty.
- Docks would have more purpose than holding ships still and linking power grids.
- Secure private/personal storage beyond astronaut inventory capacity could still be available through secondary Cargo Bays with different permissions.
FURTHER THOUGHTS
*It may be preferable instead of adding tabs to the Shop window, to elaborate on the tree-style interface the shop uses, adding other cargo facilities at the top level of the tree. Tree-sorted inventory would make inventory management very similar to Eve, which seems to appeal to a large portion of the player base.
In the future salvage systems, refinery systems and factory systems could be slaved to Cargo Bays for auto-pull/auto-dump and could even grant specialized capacity bonuses when systems approach a 1:1 ratio as with weapons. So a well-planned, well-built Cargo Bay completely integrated with all other relevant on-board systems could store 2x, 5x, 10x or whatever of many items types, further rewarding good builders.
Eventually various materials and components could be assigned variable masses.
Eventually Cargo Bays could be linked to Shop Modules to auto-stock at certain levels, or shop modules could link directly to Cargo Bays and directly use the materials and capacity of that bay.
I realize in proof-reading this that streamlining to a menu-based inventory control (whether tab-structured or tree-structured) could technically be separated from implementing mass as a factor in inventory and storage and that this may seem desirable. I believe though that to streamline inventory management without implementing any further restriction at the same time would allow players to simply walk around with an inventory holding millions of every item and would thereby actually take some of the fun out of the game rather than enhance it, as these two things in combination would do.