Forums » Suggestions

Cargo Containers

May 19, 2024 helix397 link
Summary: Add a new named inventory item called a "Cargo Container". This would help with organization and allow more varied player interactions.

Detail:
- Add a new inventory item called a "Cargo Container" (CC)
-- Could be manufactured from the existing "Unassembled Cargo Crates" commodity
- When created, the player can select a volume for their CC from 1-infinite cu (you must have enough space for the result)
- CCs can be named on creation to aid organization. They also show the creator player's name and date created in their detail text.
- The external and internal volume of a CC are equal; so a 200cu Cargo Container will i) be able to hold 200cu of stuff, and ii) take up 200cu in a ship's hold
- You cannot place a CC within another CC
- CCs always ask for confirmation when being sold, even if they are empty

Effects:
- Greatly aids item organization; you can have separate CCs for valuable drops, trading, mining, equipment stashes, and particular manufacturing tasks.
- Players can prepare 'kits' and 'gifts' for each other more easily
- Since the creator player's name and the creation date is shown on each CC, each one is automatically unique and verifiable. This means that unique player-made "tokens" can be created and traded as awards/trophies/etc.

Other thoughts:
- It would be very convenient to make the cargo load and commodity buy/sell screens interact with CCs, so you can shift items around or buy/sell them without having to load/unload them from their CC
-- Eg. maybe a drop-down near the load/unload item lists that lets you select which container to load/unload from on either side. This would let you transfer items directly between ships, the station general inventory, and CCs.
- Players could put messages or fun things in the CC names
-- They could also put nasty messages in there. But because each crate is only named when it is created, and the creator's name is recorded, this will hopefully be straightforward to link to the offending player.
- Cargo Scanners should be able to penetrate CCs, otherwise scanner blockers would be kind of pointless

What do you think? Are there pros/cons I missed? Can you see improvements to this idea?

Thanks for reading!
May 20, 2024 ScotiaKnight link
+1.

i can see it being a thing. a bit over the top for organization, but a fun touch to kits and jettisoned goods. cool idea.

even better if you could target and destroy it (a la pinjata.), or even tractor it behind your ship like an exposed follower, defenseless, may be drops tractor lock if you turbo so you can only haul it slow ~65m/s