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Guild Inventory

Sep 25, 2008 iry link
Was unable to find a thread specifically for this so here it is...

Similar to the guild bank except for items, be they weapons widgets or crates of ore. The main issue I see with this is determining permissions... and the interface for setting them.

Sections of Inventory

Widgets - Trade goods such as Orion Drill Bits
Mined ore - The stuff mined from asteroids, Heliocene, Pentric etc
Drops - Non weapon drops Processor Cores, queen matrices, scrap metal etc
Ship Add ons - Neutron Blaster mkiii, High density mining beams etc

Permissions would need to be adjustable for each section, adding and removing items. For example a guild may wish to accept only Widget X and Ore Y at a particular station while denying all withdrawal privileges of those items. In addition to preventing anyone from filling the inventory with unwanted items only those specified will be accepted if offered to the guild.

This could make guild projects such as trading and mining less of a nightmare... people would no longer need to sit an event through from end to end to reap the benefits. Currently if a person is very active in an event but is forced to leave half way through all their work is somewhat wasted as they would not be present for the "big selloff" at the event's close, and the chances of getting all of the participants into the same spot a second time is... difficult and moving all items into a single person's inventory via jettison is time consuming.

A tool for seeing who has input what would also be needed to see to it that credit goes where it is due.

In the case of ship add ons very low removal rates would be favored over total lockout to prevent players from clearing everything for themselves, perhaps even only allowing the withdrawal of add ons that can mounted on the currently active ship, but again an upper limit would be needed.
Sep 25, 2008 MSKanaka link
How will storage space be addressed?

Guilds will need large amounts of storage space, and judging by this thread we won't be having much of it as individuals.

I can think of several different ways to deal with this:

1. One large "headquarters" hold and several small "cache" holds. The guild commander would be able to designate a station as the guild's headquarters, and select a number (say, four or five) stations to act as storage caches. The headquarters station would have a vastly larger amount of (free) storage space than the usual individual's per-station limit (10kcu when Incarnate is done), perhaps on the order of 100kcu. Caches would be just a little larger than the individual's storage, perhaps 15-20kcu.

2. Several medium-sized "depot" holds. The guild commander would be able to designate locations for these depots, which would be significantly larger than the size of the individual's per-station limit, but smaller than the "headquarters" hold; a size of perhaps 30-40kcu would suffice.

3. Large numbers of small "cache" holds. The guild commander would select locations for these caches; they would be the same as the ones described in item 1.

4. Variable storage space. Guilds would have a static amount of extra storage space that could be distributed amongst stations as desired, to a certain extent; for example, you couldn't have more than 300kcu of guild storage in one location, so if you had 500kcu of total guild storage to distribute you couldn't put it all in one place and would have to spread the remaining 200kcu out to at least one other station.

Inventory would have to voluntarily be added into guild storage, either through the PDA>Comm>Guild tab or perhaps a button on the Welcome screen to "Unload to Guild Storage."

It's not a fully fleshed out idea, but it seems fit for discussion.
Sep 25, 2008 stackman122 link
I think that, as Inc. said, this is a change that lays the groundwork for guild/player owned stations. No need for multiple guild repositories on faction owned stations, just take it to the guild station. As things advance, guilds may build multiple stations in different systems, and as Inc hinted, there may be multiple stations per sector in the future with a sector-jump drive to manage the distance.

Until guilds can build larger ships, and need to manage massive amounts of cargo items, I think the current system of storage will function well.