Forums » Suggestions

Ship Inventory

Mar 04, 2011 Surbius link
Create/make ship inventory separate from the main inventory, in every form possible.
Mar 04, 2011 meridian link
I don't understand what you are suggesting. The best I can tell, you are referring to the Your PDA -> Inventory -> Inventory screen when sorted by Type. In which case, you don't like how commodities in a ship's hold are shown grouped together with commodities from station storage? (which I agree probably shouldn't be).

Assuming that to be the case, is this suggestion also directed at when it is sorted by location? (I can't think of a better way to do it than it is already). Or perhaps this suggestion is for a different station tab all together?

So is what you are proposing simply a smarter sorting algorithm on the PDA -> Inventory -> Inventory screen when sorted by type? And if so, how do you propose to improve it? Separate "Commodities (Station)" and "Commodities (Ships)" types (and likewise for addons)?

Is that what you are proposing, or did you have something else in mind?
Mar 04, 2011 Surbius link
Add an extra tab (Ship Inventory) below the Inventory tab in the PDA for your active ship. So, if there are any updates related to your ship inventory (cargo, health, ammo, etc.), your main inventory wont be updated.
Mar 04, 2011 pirren link
Can't understand the prupose of this.
Mar 05, 2011 vskye link
Basically this will cover issues with ppl that have really large inventories of stuff. So, say your mining a roid and what to check your stuff it won't bog down to a slow jumpy ass death, like it currently does.
Mar 05, 2011 Dr. Lecter link
There's a better way to solve that issue: don't store so much shit, you fucking trader dogs.
Mar 05, 2011 Surbius link
What's wrong with using a game mechanic (station inventory) that just happens to be implemented oddly and has a direct effect on typical 'gameplay'?

To clarify why an inventory would be large enough to cause performance issues, the game currently lacks an adequate trade market information system. I stored enough items across multiple stations to maintain a comprehensive trade database so I can know what items sell for what and where within a reasonable margin of accuracy to the actual price. I assure you that I didn't proceed with this database knowing that it would cause performance issues, if I did I wouldn't have made it so large, but after buying and shipping 7,500+ items (13,700+ cus) it seemed to be too far too late.

I understand that the performance issues I have are related directly to how ship and main inventory are programmed and my large stock of items. But, the only reason why it exists is because of what the game lacks currently. And, other people are likely to run into similar performance issues if they attempt to create some type of database that utilizes the inventory.

I'm only addressing something that seems simple enough to fix, on the developer side, since I'm actually using unadulterated game mechanics and within default station cargo limits.

[EDIT]
Also, as a question to the Devs, just how difficult would it be to implement the above suggestion?
Mar 07, 2011 Surbius link
Bump.

If this suggestion is possible to implement, this could change performance issues associated to swarms and lightning mines.