Forums » Suggestions
Fix Cargo Drops within Ships that are Cargo
Already it's hard enough to steal capship parts because players are moving them in the dents of others, but even when a player-owned trident is hit, the SSS, FCP, etc. doesn't drop because they had it tucked away inside an XC, which was tucked into the dent in order to exploit the higher cargo capacity.
Either fix so the ships drop, full of cargo but pilot-less targets that have to be shot themselves, or make it so the trident carries more cargo *without* the XCs to motivate builders to move parts with just the dent.
I suspect the dent pilots and their customers for whom they're moving cargo would also agree, since then they at least stand a chance to recover some or all of the drops.
Either fix so the ships drop, full of cargo but pilot-less targets that have to be shot themselves, or make it so the trident carries more cargo *without* the XCs to motivate builders to move parts with just the dent.
I suspect the dent pilots and their customers for whom they're moving cargo would also agree, since then they at least stand a chance to recover some or all of the drops.
+1 I expect that this is fairly complex on the development side, but still needs to be fixed. This issue has been brought up on several occasions between this forum and bugs.
I really think the simplest solution might be to increase the trident cargo capacity just slightly, but not enough to allow for another XC -and to increase the size of the XC as cargo slightly. At some point, it becomes more advantageous to haul pure cargo minus the XCs.
I know this is all related to ship trading somewhere down the line, but I'd much rather drop 1200 cu of cargo for a dent to scoop than have the dent pilot load 6 XCs. If I'm a customer that is.
I know this is all related to ship trading somewhere down the line, but I'd much rather drop 1200 cu of cargo for a dent to scoop than have the dent pilot load 6 XCs. If I'm a customer that is.
+1 This means that this type of cargo is not capable of being stolen. That is kinda lame...
I say just let the trident destruction first spit out the ships and all cargo in the trident, then make the ships explode. This would leave all the cargo that was on the trident available for retrieving by either the pirate or the hauler.
This thing seems bad for the hauler and pirate, alike. For both parties the lost cargo is just gone and everyone loses out on some REALLY fun game-play that could take place. Everyone frantically trying to get the cargo back with XCs and shit. Kinda like the train robbery scenario, and everyone loves a good ole fashioned train robbery scenario. Should be fixed as soon as possible.
I say just let the trident destruction first spit out the ships and all cargo in the trident, then make the ships explode. This would leave all the cargo that was on the trident available for retrieving by either the pirate or the hauler.
This thing seems bad for the hauler and pirate, alike. For both parties the lost cargo is just gone and everyone loses out on some REALLY fun game-play that could take place. Everyone frantically trying to get the cargo back with XCs and shit. Kinda like the train robbery scenario, and everyone loves a good ole fashioned train robbery scenario. Should be fixed as soon as possible.
I've suggested elsewhere that the M cargo hold be raised to 1000-1200 cu and limit the docked ship capacity to a maximum of 4 with a cube of limit of around 500 or something, I forget the actual recommendation, but it limited the trident to only holding a maximum of 4 small ships like fighters and 3 or less larger ships and no more than 1 XC. I think between 1000 & 1200 cu capacity is 'right' for a trident.
Or set the max size of the docking bays to 250. That would exclude all behemoths and allow 4 proms or rags if I remember the stats correctly.
Or set the max size of the docking bays to 250. That would exclude all behemoths and allow 4 proms or rags if I remember the stats correctly.
-1 The exploit needs to be fixed...
Force the CU capacity and docking capacity to be enforced no matter what. Give the trident captain a button to eject all dent cargo so he can get in if the dent is too full for the ship he attempts to dock with or only allow an ec89 to dock with a full trident.
The cargo of the ships inside the dent should just drop with the dent.
Force the CU capacity and docking capacity to be enforced no matter what. Give the trident captain a button to eject all dent cargo so he can get in if the dent is too full for the ship he attempts to dock with or only allow an ec89 to dock with a full trident.
The cargo of the ships inside the dent should just drop with the dent.
@ biretak What exactly did you -1. Your last sentence agrees with the op. Your middle paragraph agrees with premise in other comments of putting in place a real solution that potentially fixes the exploit.
With regards to that, I can't support a restriction to allow the player to redock with an ec vessel as a short or long term solution. It does not solve the problem of separating the cargo hold from the docking bays. Without solving that problem you can either haul cargo or carry passengers / owner ships. That in my opinion is not an acceptable outcome.
The external jettison all button, I just can't support.
The solution to resolve the exploit looks like it is going to be fairly complex which ever direction the devs decide to go, and with everything else they are doing isn't likely to get much attention in the near future. Fixing the drop problem however might be an easier way to enhance game play. Because as the op implies, the current state of tridents tridents not dropping ships or ship cargo damages the player experience far more than an exploit that anyone who puts in the effort (and full subscription) can take advantage of.
With regards to that, I can't support a restriction to allow the player to redock with an ec vessel as a short or long term solution. It does not solve the problem of separating the cargo hold from the docking bays. Without solving that problem you can either haul cargo or carry passengers / owner ships. That in my opinion is not an acceptable outcome.
The external jettison all button, I just can't support.
The solution to resolve the exploit looks like it is going to be fairly complex which ever direction the devs decide to go, and with everything else they are doing isn't likely to get much attention in the near future. Fixing the drop problem however might be an easier way to enhance game play. Because as the op implies, the current state of tridents tridents not dropping ships or ship cargo damages the player experience far more than an exploit that anyone who puts in the effort (and full subscription) can take advantage of.
After thinking about this actually it seems that this belongs in the bugs section of forum...
Heh, it's been posted there as well in the past, but agreed
Why not just change it so that cargo is dropped recursively from all "containers" on the ship.
That means even if you fill an Atlas X with 38cu of cargo, put that Atlas into a Behemoth XC, then put that into a Trident, when the Trident dies, the 38cu of cargo still drops.
That means even if you fill an Atlas X with 38cu of cargo, put that Atlas into a Behemoth XC, then put that into a Trident, when the Trident dies, the 38cu of cargo still drops.
+1 Arf. It would be nice if the random chance of dropping equipped items was also respected, but that's of much less concern to me than the cargo itself.
Changelog:
*** Vendetta 1.8.338
...
- All cargo nested within ships inside of capships will now drop when
the capship explodes.
...
Woot!
*** Vendetta 1.8.338
...
- All cargo nested within ships inside of capships will now drop when
the capship explodes.
...
Woot!