Forums » Suggestions

Guild storage

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Jul 28, 2013 Drevent1 link
I am sure this must have been posted before but I cant find it so
when I dock I should be able to sell /store /guild store my cargo
If I guild store it then anyone from my guild can take it
obviously not ore or trade goods as its exploitable
but weapons etc should be ok
Jul 28, 2013 Faceof link
+1....
Jul 28, 2013 Kierky link
No method of transport should be safe, whether it be between guild members or whatever.

I'd be okay if you gave it to the station, and have it available for anyone who is in the station, but not targeted at any particular guild or person. That way it can be ninja'd by someone else who wants to buy it.

Carebears... pshh.
Jul 28, 2013 Pizzasgood link
Actually, that would be a bad idea Kierky. Way too easy to just make a NinjaCamperBot that sits there and instantly grabs anything interesting.

As for in-station-trading being a bad thing, I used to agree with you on that. That was before manufacturing. Now the volumes of goods that people might want to transfer can be pretty ridiculous.

At this point I think I'd be okay with in-station-trade in general.

There is a way to compromise though, by restricting it to only large volumes. That way small trades would still happen outside, but trades involving thousands of units wouldn't.

The cargo would still of course need to be brought to and from the station in the first place.
Jul 28, 2013 PaKettle link
The rats generally dont like in station transfers - I kind of agree.
Also There is no way to control the players access to the inventory which would create its own issues.

Having the station send a bot out to pickup and drop off cargo might be more acceptable but some think it also exploitable....
Jul 29, 2013 meridian link
It would probably be better implemented using the key system to control access to the shared storage rather than make it exclusive to guilds.

Having shared storage is not safe. I'd say it requires more trust than an out-of-station transfer because anyone with access could make off with all the goods at any time (like in the middle of the night when no one is around to witness the betrayal).

With out-of-station transfers, the most cargo you would ever stand to lose is one ship load. And as Rin indicates, the cargo would still have to be brought into and out of the station at some point, where it could still be subject to piracy.
Jul 29, 2013 Kierky link
"It would probably be better implemented using the key system"

Dear god no.
Jul 29, 2013 coteyr link
+1 ish (or maybe +0.5)

I hate that to give someone something I have to undock, jet it in space, and they have to undock and pick it up. That said there is something to the risk involved in doing so. I like the idea of "public" storage where people could drop stuff and anyone could take it.

Or maybe some kind of "only for Kierky" package thingy that only he could pick up, but that he had to do in the station where it was dropped off.

It seems silly that I can't just hand someone a blank datapad. That we have to jet it and pick it up. But again, there is the risk involved in cargo transfers today that would be totally lost if we could trade items in station, and it's not that hard to pick up items outside the docking port or in some random empty sector.
Jul 29, 2013 Pizzasgood link
"and it's not that hard to pick up items outside the docking port or in some random empty sector."

You have clearly never spent any time trying to build a trident. Difficulty isn't the issue. Tedium is the issue.

Say I want to buy 5000 cu of cargo from [ORE]. Even with XCs, that would involve 25 rounds of the undock-[dump|scoop]-dock dance for each of us.
Jul 29, 2013 Snake7561 link
I like the idea of a guild only stash in a station, so +1 to that.
And I don't understand why we can't give cargo to someone else in-station. Like, what the hell? It would encourage player interaction, as transporting large amounts of cargo right now is a pain.
Jul 29, 2013 Savet link
Force guild to set home station for guild operations. All item bank transactions occur from this location

Allow guild leader to set item withdrawal limits for members

This would be great to help outfit new players. You could keep mining beams, weapons, uc batteries, etc.

Alternatively, make the guild item banks exist as 3 separate repositories in each CS, creating demand to conquer the station's.
Jul 29, 2013 Conflict Diamond link
The idiocy of having to transfer goods in space is so immersion breaking, especially since the whole "run over it like Mario grabbing stars" method of cargo scooping is in itself completely unrealistic. I mean, 2 players docked at the same station should not have to suit up, load up, launch, jettison, scoop, dock, and unload to complete a transaction that has no protection for buyer nor seller. I should be able to sit in the station, put a cardkey to a station locker on the bar and say, "eleventy-million credits, please", get paid and hand the card-key to the customer.

I would rather see first an in-person, in-station barter dialogue that requires both parties to agree to the terms for the sale to complete, than to go after shared guild storage.

IF we were going to do guild storage, I would make it part of a storefront any player could rent in a station: you stock it with goodies, set prices AND quantity-vs-time limits (i.e. limit 1 Biocom mine per customer per year). Then you can reserve inventory for guild use only, set price at 0, but still control how much each member can take per day/week/month/year.

to those who think this ruins pirate gameplay: do you really think I am going to transfer a trident kit in a station sector when ANYONE except me and my customer are present?
Jul 30, 2013 PaKettle link
Oddly enuff we almost need two different ways to transfer goods.
Jul 30, 2013 vanatteveldt link
+1 From what little cargo transfer I have been involved in, it was 100% boredom and absolutely 0% terror.

If we want to keep in some suspense, what about this: instead of hiring an in-statation storage, you hire out-of-station storage, like a big capship that people can dock in to drop, trade and exchange cargo. Rats/enemies can attack the storage, but it will be under station protection so it's not easy. Maybe equip it with infinite shields that need to be dropped to dock, and take 5 minutes to reactivate, so the storage is safe when you're gone.
Jul 30, 2013 abortretryfail link
I like cargo transfer outside of stations. Sure you might not initiate that capship part trade with someone else in the sector, but if they jump in and surprise you, it becomes a mad dash to stash the cargo.

-1
Jul 30, 2013 coteyr link
@abortretryfail

That is the only reason I see to keep transfers the way it is.

@Pizzasgood

As you say it's not hard just boring (current method)

The only thing that I want to see prevented *somehow* is people pre-transfering something. For example Transfering 5,000 ion cores and then leaving them in a "guild storage" so that guild members can tank their standings and repair them without having to move the cargo. You can kind of do that today, but it requires each pilot to move large amounts of items. If there is shared storage then each guild only needs 1 cargo mover and the other players can just keep tanking and reping their standing effectively making the standings system even more useless.

That said, It's really silly (to me) when I go to help a new warranty customer with 40 or so mega posis to have to jet them in space and explain that they need to pick them up. It would be much eaiser jsut to transfer them.

Maybe some goods can be transferred others can't? Something simple like "Trade Goods can't be transferred" may work. Though one great use for the transfer would be help manufacturing. And those require trade goods so...
Jul 30, 2013 Pizzasgood link
"Maybe some goods can be transferred others can't? Something simple like "Trade Goods can't be transferred" may work."

No, bad idea. All items should behave the same.

"If there is shared storage then each guild only needs 1 cargo mover"

So? If he's moving cargo for five people, that means he has to do five times as much work. And the whole point of guilds is teamwork anyway. So I don't see what the problem is. Besides, the faction system needs to be overhauled to require more varied service than simply providing some basic commodities. The higher you want your standing, the more types of service it should need you to do. But that's a different thread.
Jul 30, 2013 coteyr link
@Pizzasgood

So? If he's moving cargo for five people ....

Yes i agree that the person would have to do more work, but what is to stop a group of rats for sitting in DAU and killing every single noob that flies there. Right now it's that eventually their standing will become so tanked that they can't. If you have 1 -2 people and shared storage.. Then you can blow people up all day with no effect because after your temp KOS goes away (you die) you can just rotate proc missions till UIT loves you again, then continue the killing. There are also other minor problems.

Public storage would fix this, no one is going to leave 10 billion dye crates around for long. Meaning someone is going to have to site there and "hand them out" Keeping the noob killin' op at least limited in time.

Savet's idea of a "guild location" is pretty good. It has some of the same problems but if you put it "only in gray" then noob killin' is less of a problem. If you put it in the conquerable stations, then you add another reason for players to want to fight over or politic over the stations.

Right now I think it would be very nice to be able to transfer things in station. However there is also the point that there is no risk, there are serious potential exploits, and you end up creating another credit situation (right now game money is just about meaningless, and any fix to it would take ages as people have huge bank accounts) with items.
Jul 30, 2013 Savet link
I can already kill indiscriminately in dau. I doubt I would spend much time running procs between kills. Killing an admired player is about -600 or more.
Jul 30, 2013 Pizzasgood link
Again, that's not a flaw with shared storage. It's a flaw with the faction recovery process.

Also, keep in mind that while it might help pirates a little, it helps traders way more. Are you the sort of guy who is against public transportation because a serial killer might use it?