How cargo just happened.

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    ... wrap-car? ...
    That has got to be the best typo ever. Would you like to try our speciality sauce? It's our homemade spicy warp sauce. For those days that being in one place just isn't enough. :)

    Now, back to the topic. I would also like to see more options for shops: to set custom buy/sell prices, prices could be different for buying/selling, some items can't be bought, shops can be linked to storages to increase the stock size, some items won't be bought, others won't be sold, certain items from shops could go straight to a selected factory.

    The possibilities will be endless. Massive freight ships with a fighter escort, tiny trade ships for trading items for getting the maximum out of their items, intermediate cargo fighters. Loads of more rp tasks, NPC quests could be to just get loads of goods from point A to point B, to protect cargo ships, and, well, I could go on for a while.

    Point is, cargo ships are cool.
    And don't forget to buy your wrap-car with our homemade spicy warp sauce by your nearest space shop.
    Wrap-cars. Don't forget to buy one! (Or else we'll hunt you down)

    The joke's on you ;) (I make too many jokes. Wrap-cars, seriously? Why couldn't I leave it like it was, a typo in someones post? Meh, I like making jokes. And it was a joke, I didn't refer to it as a typo for nothing. I don't expect anyone to find it funny but I did. Wrap car with spicy warp sauce anyone?)
     
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    MossyStone48

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    Of all the typos I've made with far greater possibilities you latch on to that one? I promise to be impressed later.

    Those options for shops already exist. It's just an editable XML file. If you can change the contents with notepad it's open game. That's why teh sckeams dood eet dattawaiz. You can also change the config to allow the prices of items to slide occording to demand. Both feature have been there since I started over a year ago.

    With any luck we'll have mining drones and some sort of stack increasing storage system soon. Imagine one plex storage or 27 plex storages only giving one entity 35 slots. The more you slap on the bigger the stacks are allowed to be. This makes palettizing a lot more palatable. Big stacks of plex storage on shipcore docked internally maybe eve in a way that is nearly unremovable. But if they are docked the mothership has access to all of the stored contents as long as it is a standard dock. Because why would you use turret docks for pallets?

    Edit: see? der has the idea. always plan. always look towards the future! HUZZAH!
     
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    NeonSturm

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    Personal warp gates (4x4 loop for a 2x2 gate) could change the way the trading guild restocks.

    A bit bigger gates (a 25x25 gate) could rapidly send re-enforcements. Push modules attached to area triggers could quickly accelerate them to avoid reinforcements getting shot or somebody "blocking the entrance" or draw fire on the gate.
     

    Reilly Reese

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    You can also change the config to allow the prices of items to slide occording to demand. Both feature have been there since I started over a year ago.
    Or you just enable dynamic prices in the configs(which was on by standard when I began to play SM).
     
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    Some prices are currently 0, no matter what you do. And that kind of breaks the game, so I'd advise leaving dynamic prices off for now.
     
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    I recently got reinterested in the game and realized I lost all my ships when my hard drive went kaput. So, I decided to start simple and began with freighters and storage devices. Current models are in 3m^3, 5m^3, and 7m^3 models. I also have a fairly large freighter that I managed to assemble in just a few hours. Can carry 4 9m^3 sized craft in the cargo bay and a large (forgot the dimensions) craft in the mid bay. The freighter needs more thrust, especially if docked objects have mass. The storage blocks themselves have their own shields, thrust, and power. The 5m^3 model can achieve 75 kph in less than half a second, so there is that.

    Also makes dead drops and trading faster as you are just dropping the cube with the items as opposed to dropping the items themselves.
     

    MossyStone48

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    @FunnyBunny14 PROTIP: Keep all those ZERO COST items. Don't space them and let them time out. There are zeroed for a reason and it won't be changed.
     
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    And then you can use your pull weapons on stations to pull them closer.

    Off topic:
    I'm personally waiting until there are a few more role play improvements, mainly the thrust and stack size updates, but also the universe improvements.

    And @WarSong they are zeroed for a reason, and that reason being the incomplete state of the dynamic prices. And I don't like cheating. I always only use the crafting system to get my blocks.

    Edit: And it will be changed. Because you just can't actually believe that certain effect modules cost nothing and others cost a lot.
     
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    I'm wondering how large stacks are going to be. That'll probably influence my decisions on handle this change in inventory management.
     
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    I'm assuming they'll still be large enough, and i hope it will be different per block.
    My actual hope is that the stack limit will come with storage linking and better management of items, like with the buildcraft pipes, in which you can sort items.
    With storage linking I mean that plex storages could be linked to build blocks and cores so you don't have to walk that much, and maybe even have automatic salvage storage.
    I'm also hoping that the ship yards will come out in the same update.

    And @WarSong :
    Now I'm curious. Is there some kind of gameplay element in which those items will eventually gain a price when you play? Or do you just want me to stock up and sell them when they actually cost something.
    I assumed you meant the last, and in that case, I still meant what I said. I'm not going to cheat.
     
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    Dealing with trade is going to be far more exciting now as people construct fleets to defend their freighters and utilize jump drives for short distances and warp gates for long distances. It makes targets for pirates and enemy factions to attack, and makes the idea of a completely combat oriented ship a thing and a completely trade based ship a necessity. Ships that are combat oriented are high risk if they are carrying cargo on their own, but would still be able to carry small amounts of cargo, while freighters will be spending the area of their internals on shields, engines, power, jump drives, and defensive mechanisms instead of weapons because the cargo is irreplaceable now.
     
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    the incomplete state of the dynamic prices
    Dynamic prices were(when they were on by default) just a multiplier on the standard value. The multiplier depended on the amount of the item in the shop's stock.
    I don't think anything has changed in that regard. (correct me here if it has)
    OFC items that cost nothing will never cost anything if it's just a multiplier.
    And the multiplier never reached extreme values.
     
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    Dynamic prices are supposed to be recipe based prices, meaning that in theory you only have to alter the recipe for a block to change it's price.
     
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    Dynamic prices are supposed to be recipe based prices, meaning that in theory you only have to alter the recipe for a block to change it's price.
    That's news to me.
    I just hope the old dynamic prices will remain to encourage traveling from shop to shop in order to make profit from the temporary difference in their prices. It'd also keep players restocking shops because they'll gain credits for doing so.
     
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