(02-21-2016, 01:29 AM)Thyrzul Wrote: How about 50 cargo and 125k cr each? Alternatively, different versions with various size/cost/significance for different ship sizes maybe?
I don't see why anyone would choose a more expensive, bulkier version when they could go cheap and save cargo space, so this will ultimately settle on one version of each.
I don't see why anyone would bother with any of these stuff if they care more about cost and cargo space than roleplay significance when they could afford any of the available options. Isn't this entire thread aimed at people caring about RP? If so, I'm not really convinced it would indeed settle on only the smaller and cheaper version, just write it into the description of bigger stuff that it is also a lot better and can do a lot more.
(02-21-2016, 03:24 PM)Croft Wrote: No financial ingame benefit perhaps (unless stolen) but it helps RP situations simply by having commodities like these available.
(02-21-2016, 10:38 AM)LordVipex Wrote: As equipment takes up all but 4 cargo space on my research ship (Resheph with normal equipment, most efficient cloak and CAU8), this won't be particularly useful for me as it is proposed, but I can see it being useful for people who have the space available. The idea is really nice, but I also agree with Drrobe and Lyth on the issue of players attacking you for fast money, though this could also be a nice incentive for those carrying the equipment with them to defend themselves appropriately or give the attackers a better money-making alternative than destroying you.
//edit: It would be absolutely perfect if this was implemented without cargo space requirement at higher costs.
Or it would be about time to revise the cargo place mountable equipments ( cloaks , Scanners , JDs ) use, to allow ships to have a propper setup without having 0 cargo space left
(02-21-2016, 03:24 PM)Croft Wrote: No financial ingame benefit perhaps (unless stolen) but it helps RP situations simply by having commodities like these available.
example?
Someone RPing a researcher without the silly SRP'd ID could carry the research corps and survey teams, anyone who has a medical character could stock up on mobile medical kits and so on. Just by having something tangible opens up quite a few possbilities, randsoming the teams, stealing the equipment or just giving credance to a characters background.
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My current plan, revised from the original, is to introduce each of the items in the first post, requiring 2 cargo units each, costing 100,000 per item. These will not be stack-able, so they will show up in cargo hold inventory the same way equipment does - each individual item separately. This is to reflect the fact that they are not merely items stored in a shipping container.
(02-26-2016, 07:40 PM)Xoria Wrote: My current plan, revised from the original, is to introduce each of the items in the first post, requiring 2 cargo units each, costing 100,000 per item. These will not be stack-able, so they will show up in cargo hold inventory the same way equipment does - each individual item separately. This is to reflect the fact that they are not merely items stored in a shipping container.
Wont that maybe cause issues with very long lists of commodities?
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(02-26-2016, 07:57 PM)WPeregrine Wrote: Wont that maybe cause issues with very long lists of commodities?
Only if you carry that many. Part of the original concept of large cargo space requirements was to prevent carrying hundreds of them around. There's no reason for more than a few of any of these on the same ship.