Implemented New Cargo System!

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    Good point, a basic cargo space would be a good solution though (Inventory style setup) Just making a cargo hold the best storage solution would be good too. (player inventory, ship inventory, plexstorage, cargo deck being the order of storage space per block) I'll get add any better ideas I have for early game...
    hurray for solutions!
     

    NeonSturm

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    "We should just give each block weight and add cargo to the ship weight. Thus cargo ships need many thrusters..."

    We could give PlexStore blocks a general 1m³ storage capacity and each block a compressed size to make some weight permanent (part of construction)
    Computers mostly have their size for cooling and the interface, thus you could put 5 into one PlexStore block. You can also put many plants into one block.

    But Thrusters, Power, Shields should take a full block.
    Dunno about hulls. Maybe if they get a rename to hull-plates rather than hull-blocks, or if we get a space-compressing technology in a Plex-Store's description ... :rolleyes:
     
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    NeonSturm Well the thing is that you need a lot of power, a lot of hull, a lot of shields to make a ship, but you don't need that many computers, or ship cores, or things like those. Those should be more valuable, and take up more "space" in storage. The storage density should be based on value and gameplay, and should not be slaved to reality over that.

    Really, normal hull should be the easiest ship component to pack in. Ship cores and faction modules should be the hardest to pack in. And also, stop trying to get things fixed to 1:1 right at the start.
     
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    I do like this idea.

    It would lead to a massive change in game dynamics (for the better, in my opinion). From building cargo ships to pirating, supply lines and convoys, trading, etc. Factions would still need a reason to move away from their home base (benefits to establishing outposts, shipyards, forward bases, etc ). Building stations to protect supply lines comes to mind, although there would need to be a reason to start those, too.

    This system would also help to shift the focus from huge ships to smaller ships, as logistics of acquiring that many supplies (multiplayer, not singleplayer) would be staggering (I'm assuming the factories would be effected by this change, as well).
     
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    I want to thank everyone thusfar for the mental contributions to the thread. The idea has matured nicely, and I even got a thumbs up from the Cat-daddy himself. Who knows, sooner or later we could see this in-game. I'm glad that the idea took off as it did, and from now on I'll be more active when it comes to actually posting in the forums. Keep an eye out for any future posts, because if we want something done we're going to need a significant following.
     

    NeonSturm

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    Personally, I see too many computers as a way to make small ships even less effective - probably good to replace AI on ships > 100 or 1000 mass... :p

    But I thought about computers using less space because you should have every important part with you. Ever got stranded without a core in an empty sector after you dropped out due to a bug or accidentally hit R instead of E? Or forgot a amc computer instead of having every time a full pc-kit with you?

    It would be a game changer. Not because defaults are not editable, but because many admins are too lazy to adjust and balance every entry in an unfinished economy.
    I think it will break a lot of designs, so we should know what balalance we want (not necessarily how we do that) before we start discussing further. <-- my own opinion <--
     
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    This is flat out my favorite Cargo style. No one chest wonders that hold a planet each, no mass chain link of chests. No I love the feel of this style the most. It just screams storage, in a cool form. No matter how we calculate its mass(as long as its fair, consistent and balanced) or how its implemented. I would love to see this 'stacking crate zone' storage system in game.

    I love this concept, and pray it gets implemented.

    Remembered this thread after seeing a newer storage thread, so thought I would leave my 2 cents.
     
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    This thread was over a month old, it's nice that you support it, but show some class and don't necro old threads.
     

    Ithirahad

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    "We should just give each block weight and add cargo to the ship weight. Thus cargo ships need many thrusters..."

    We could give PlexStore blocks a general 1m³ storage capacity and each block a compressed size to make some weight permanent (part of construction)
    Computers mostly have their size for cooling and the interface, thus you could put 5 into one PlexStore block. You can also put many plants into one block.

    But Thrusters, Power, Shields should take a full block.
    Dunno about hulls. Maybe if they get a rename to hull-plates rather than hull-blocks, or if we get a space-compressing technology in a Plex-Store's description ... :rolleyes:
    Modules, hull and vitals should compress into representative blocks of around 1000-2000, if not more, otherwise transporting materials to construct a reasonably-sized ship would get ridiculous.
     

    Lecic

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    This is an absolutely fantastic idea. I'd love to see it in game, and it looks like the big cat himself likes the idea.
     
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    This is a great idea and I'd like to see it happen as I'd like to have an actual cargo hold rather than just 5 or 6 plexstorages with 20000 items of a single item.
     
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    This is a great idea and I'd like to see it happen as I'd like to have an actual cargo hold rather than just 5 or 6 plexstorages with 20000 items of a single item.
    stack sizes...
     

    NeonSturm

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    If this ever gets implemented (I would like it to be!) I also want editable crate-capacity per block type, but they should inherit from other blocks (for easier edit):
    • Colour Hull (Wedge) should default to < Colour Hull < Grey Hull
    • Hardened Hull Wedge (colour) < Hardened Hull (colour) < Hardened Hull (grey)
    • Hardened Hull (grey) < Grey Hull

    On my local server I would set capacity to 16 "grey hull plates" (basic), 4 "grey hull blocks" (hardened), 25 computers. Carrying a titan in a small fighter's cargo bay is ugly.

    But I will not blame server admins which want a "clone button" once you have the materials to rebuild a baby-version (once we have ship modules) of your own ship - it may be a nice idea for organic ships :p
     
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    I vote for:
    *A storage system with blocks at 1/100 or smaller because of the limits 1/1 would impose.
    *A salvage mechanic for this system where the cargo is taken out by salvage beams, maybe something like cargo spilling out when you pierce the hull and becoming markers on radar to salvage/pick up manually.
    *Shields blocking theft of cargo.
    *Ship to ship transfers through salvage beams/"mass transfer beams"(Bet EA copyrighted that ;D) ship to stations with cargo units as well.
    *NO docking module system! Allowing greater creativity through a less... blunt system is very important for gameplay IMO. Maybe defining surfaces of irregular shapes with a build mode tool?
    *A Player to player/NPC trade system.
    *Trade routes, by making them advantageous to players or just NPC ones (Hyperspace Bypass?)
    *Cargo ships becoming centerpoints of convoys in large factions/Trading Guild (varied loot)/Pirate fleets(High risk, high reward 90% of the time)
    *A mass/density/volume system that affects performance, it just makes sense.
    *Not adding 50 more *
    Great ideas everyone! I hope *s don't do something weird, like bolding words.
    A trading system would be great. I outlined an idea for one in a comment on this thread.
     
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    What would happen to the plex storages that are already on many ships?