Forums » Suggestions

Weap as cargo/craft

Jul 07, 2005 Fnugget link
Okay, we all know, weapons stored as cargo would be cool. Also, it makes it possible for low levels to steal weapons they aren't supposed to have. Now, if the equipping part also guarded against getting higher level items, not just the buying part, then it would be quite feasible to hold weapons in cargo.
Another problem brought up, moving 40 3cu weapons. In another thread I eluded to having very large cu items. It would be useful here. Also due to size, it should correlate that all small port weapons take up the same space as each other and same with large.
The last thing that would make the whole system really appealing is crafting. Someone will have to move those weapons, and I'm sure they don't want to do it by equipping just a few and moving them. Those ships can also be killed and plundered of their cargo. Weapons as cargo is just the most sensible thing if we plan to have crafting weapons as a part of VO.
Jul 07, 2005 roguelazer link
If you'll read any of the interviews that Incarnate did pre-release (or post-release), you'll notice that the plan appears to be for users to be able to take a mission which would require them to bring certain components to a particular NPC, who would then "craft" them into the unique item.
Jul 07, 2005 johnhawl218 link
it's all talk as far as I'm concerned, show me something, then I'll believe it, I've heard the word "soon™" too much to believe it any more. The devs should really read that story about the boy that cried wolf…
Jul 07, 2005 Fnugget link
This is a common problem when people announce completion dates and design docs. Things like cogent and garbage trucks could delay those dates and these updates. I too feel we're due for another big update, like the mining one. Maybe I can handle one more cap ship fix, but balances shouldn't take forever. Devs, take it one step at a time, or only juggle one ball at a time. Thats what someone else always told me.

Depending on how many of these NPCs there are, and how many items they expect ore miners to be producing, it might be okay. I suppose fighters will pay miners for ores, and then make their weapons that way. It leaves out the trader though, =(. Woe, poor us.
Jul 08, 2005 johnhawl218 link
I would hope that if crafting was installed that there would be a way to place your goods into a system/univers market that could be sold to anyone who wished it, so theoretically, a good trader could buy low from players and trade high to stations or other players, so I don't see how a trader is left out. There are enough widgets to go round for all.
Jul 18, 2005 igni ferroque link
>> Okay, we all know, weapons stored as cargo would be cool. Also, it makes it possible for low levels to steal weapons they aren't supposed to have. Now, if the equipping part also guarded against getting higher level items, not just the buying part, then it would be quite feasible to hold weapons in cargo. <<

Good idea.

Having high-level missions to run weapons around would necessitate good player cooperation and provide a more lucrative way for pirates to make a living. It would work best if there were weapons/eqipment that were sufficiently scarce so that players would have enough pride not to give up their cargo without a fight.
Apr 09, 2009 Dr. Lecter link
Implemented, bitches!
Apr 10, 2009 LeberMac link
Vicious Nanite is clapping silently, somewhere...
Apr 10, 2009 PaKettle link
Umm I am a bit confused. We can already carry weapons as cargo....
Apr 10, 2009 Touriaus link
check the op's date.

also, lecter is a newb for thread necromancy :(
Apr 10, 2009 LeberMac link
Yeah. Lecter is a newbface.

Newb-face! Newb-face!
Apr 10, 2009 Dr. Lecter link
Eh, just wanted to get one of the READ THIS FIRST YOU YAPPY FUCKING NEWBS thread things checked off.