Forums » Suggestions

Turret cargo extender

Nov 18, 2011 pirren link
Turret cargo extender
Price: 100000
Licenses: 0/0/0/10/0 + Intermediate trader I
Slot: turret
Weight: 2500
Grid: 6
Ship cargo: +50
For sale at commercial stations.

Module, that can be installed to the Turret slot and increases ship's cargo hold.
Nov 18, 2011 Alloh link
-1 completely illogical. instead, it was much better the already proposed usage of a turret as a tractor beam to drag a "barge".... But stuff 50cu cargo on a 1cu turret slot is simply illogical and stupid!
Nov 18, 2011 tarenty link
Idiot.
Nov 18, 2011 pirren link
the already proposed usage of a turret as a tractor beam to drag a "barge"

Is this game EVE online?
Nov 18, 2011 incarnate link
If you look at the old concepts for the Nation ships (Prom, Maud, Valk), there was an intention to have attachable objects that would expand certain areas of the ship. Like bolt-on cargo capacity. This was entirely separate from the Maud's planned "expandable towing" type capacity. So, I don't think there's anything critically wrong with using a turret port to expand a ship. Since it isn't the turret holding the capacity, per se, it's just a place to attach a big box. It'd be nice if that also showed up on the external model, but that's not likely for now.

Adding some kind of tractor beam "towing" and "barge" and stuff is pretty complicated. Lots of things would be ideal, but ideal things are usually involved to implement.
Nov 18, 2011 Dr. Lecter link
+1 to OP, may as well let traders expand their capacity some by sacrificing weapons - EVN had exactly this sort of 'sacrifice hull hard point space for bolt-on cargo units' concept.

Alloh, the idea of you critiquing anyone else's suggestion as "illogical and stupid" is pretty much the definition of irony. Indeed, this minor suggestion is so far superior to any of your gobbledegook it's not funny.
Nov 18, 2011 meridian link
So how exactly would it be implemented? Just increase the existing cargo size or have separate cargo holds? Obviously the former would be easier to implement, but the latter could allow interesting things such as making the cargo pod destroyable.

One implication of the second implementation (separate holds) would be that a light moth (80cu hold + 50 = 130cu total) with the expansion still couldn't carry a single unit of FCP, which takes up 120cu (can't split one unit between 2 holds).
Nov 18, 2011 incarnate link
Interesting points. Separated holds might substantially increase development time. The baseline mechanics are easy, but there's a whole user-interface component to switching holds and so on.

We could still have a separate-hold concept with a unified interface, where the cargo limit rules would apply as though they were separated holds, but you'd only see one hold in the interface. That might still be a bit complicated though. Not sure.

Destructibility would be cool, but is more of a long-term thing, as there won't be assets for an external visual attachment in the near future.
Nov 19, 2011 pirren link
meridian, the idea was to expand existing cargo hold, so Atlas type-X, could carry 86 cu of cargo, Ineubis moth 130 cu of cargo (traders will be able to put FCP in light moth then), while Behemoth mk1 carrying up to 270 cu of cargo. I like this idea, because traders will haul more expensive stuff, more stuff means more loot for me! + if the "Turret cargo extender" drops from trader, pirates may sell it for 100k ;)

[EDIT] However, the amount of turret cargo extenders can be easily controlled with it's grid requirements. So if you don't like the idea of having 270 cu moth mk1, just make the grid requirements 16 or any number more than 10 ;)
Nov 19, 2011 Schmidtrock link
Interesting proposal. I like it.
Nov 19, 2011 ryan reign link
Definitely a good idea. VO could seriously use a bit of EVN style customization. One of the biggest complaints I have heard is the near 0 levels of customization for ships, resulting in absolutely no uniqueness.

A big +1 but keep in mind the number of people developing the game and the time constraints.
Nov 20, 2011 pirren link
Yes, and one of the implementation bugs may appear that people will install extender, load cargo then uninstall extender and use all turrets :(
Dec 03, 2011 don661 link
Hmm, Miner moth 2 = 160cu + 50 = 210

10 times more than an XC. For 3 times the price.
No thanks.

Regualar behemoth + extender = 170cu 160K > somethings wrong here.
XC = = 200cu 150k > ^^^^^^^^^^^^^^^

If these were to be helpful, lower the price for them.
Dec 03, 2011 Pizzasgood link
It might be cheaper to use an XC, sure, but there are drawbacks:

1) The XC requires access to a TPG station, which is not always convenient, for example if you're far from UIT space or if you're KOS with TPG.

2) The XC has no weapon ports.

3) The XC has an inferior engine.
Nov 07, 2014 Darth Nihilus link
Bump. This is a fantastic idea. Make the modules only available through manufacturing missions at commercial stations.
Nov 07, 2014 Keller link
+1 Pirren. I think the price may need to come down a bit (the badge requirement should keep it uncommon enough), however I'd suggest adding more weight (5000-10000kg) perhaps. I would argue that these aren't "turrets" in a normal sense, but are pods attached at the turret mounts. (thus dramatically altering the handling of the ship) This should make the mounting ship more difficult to maneuver and upping the weight on them would suffice to provide that effect.