Forums » Suggestions

separate the cargo and ship inventories within stations and capital ships

Nov 30, 2023 ocenau link
here's my idea let's say each station can hold let's say 25 or 50 ships without going into the 10K through 50k cubic unit inventory it's also say a Goliath can hold four ships for the owner of the ship and one for each member of the party plus the 600 CU inventory for cargo specifically
Nov 30, 2023 ocenau link
Okay redo... Here's my idea for changing the way ships and cargo are handled.

Let's give the stations a certain number of hanger slots for ships and then have the 10-50k cu slots for items.

Let's also give capships a certain number of ship slots with some reserved for the ship owner and others open for people to dock.
Dec 01, 2023 incarnate link
"Trade-offs" are one of the major recurring themes in the way I approach VO's design.

People often ask for a lot more specialization.. dedicated port-types, dedicated cargo-space-types, so on and so forth. But this works against the idea of flexibility and having to make a specific choice (and trade-off) around the type of usage of the given game resource, and what benefit it gives you.

For instance, people often bring this up from the standpoint of wanting to "have their cake and eat it too", but being able to do "anything" subverts the whole value of having to make a conscious trade-off in usage of resources.

I would argue that it is the very requirement of making "usage of what you have", which is inherently somewhat limited, and personal to the individual pilot, that adds interest to VO configurations. Ie:

- If you want to carry a ton of cargo, great! But no fighter ships.

- Or, you want to carry a ton of ships and fly into deep space. Fine! But then you find a vein of amazing ore and can't exploit it how you might like.

- Or, you might need to transport a super-large item, with your capship "following", that precludes your ability to dock and repair (not currently possible, but you get where I'm going).

These are all trade-offs. I think that people having to make choices about usage of generic resources is more interesting than having hyper-specific resources.

Plus, if we were to do anything like what you say, people would be stuck with different variants ("ship" variant with a big hangar and very little cargo space, or the "cargo" variant with almost no ship space, etc). You wouldn't gain the ability to simply store tons of ore AND ships, that's overpowered.
Dec 02, 2023 ocenau link
that is understandable thank you for responding incarnate