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Inanna Zuni
The Causality Electus Matari
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Posted - 2008.05.28 21:12:00 -
[1]
It used to be that if you opened the cargo hold of one of your other ships in dock you saw its accurate size and could load it accordingly - especially useful when you are moving stuff between holds.
Now though it has changed to that if you aren't actually *in* a ship then the cargo hold size reverts to the default size for that class of ship and not to what it should be with the extenders, rigs, etc. that you have installed.
This makes things unnecessarily difficult, especially for haulers and traders, and should be reverted so that every ship always show the actual side of the hold including the slots and rigs in use (and implants too).
IZ
My principles |
Temitten
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Posted - 2008.05.28 21:31:00 -
[2]
yes
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Herschel Yamamoto
Bloodmoney Incorporated
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Posted - 2008.05.28 22:12:00 -
[3]
Again, simple common sense. ------------------ Fix the forums! |
Xaryus
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Posted - 2008.05.28 22:50:00 -
[4]
Fully supported. Cannot be exploited since you have to board the ship to undock and you cannot undock a ship with overfilled cargohold. -- Everyone is someone elses wierdo. |
Athre
The HIgher Standard
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Posted - 2008.05.28 23:57:00 -
[5]
/signed
make the cargo hold accurate with the rigs and your skill not the default.
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Kuranta
Pator Tech School
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Posted - 2008.05.29 09:50:00 -
[6]
I'm all for it, but I could well imagine it caused lag was removed in the need for speed effort.
Anyways,if possible should be re-implemented.
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Ethaet
Aliastra
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Posted - 2008.05.29 10:39:00 -
[7]
-------------------------------------------------------------- Seriously, we need some kind of separation between the post and signature. There you go. Now that wasn't so hard |
Serenity Steele
Dynamic Data Distribution Ministry of Information
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Posted - 2008.05.29 10:53:00 -
[8]
Edited by: Serenity Steele on 29/05/2008 10:52:50 Implementation Considerations - To get the accurate amount: Requires applying all your skills and calculating the fitting whenever you open the cargo hold of a ship.
Partial Solution: - Show the amount with the modules/rigs, but without the character skills applied.
Additional benefits: - Trading ships to other players/corp mates: You can pack them full, or get the corp-mate to pack it full for you
Gaming it - Need to ensure that ships can't undock when the cargo space in the hold exceeds the total controllable by the player, as this could occur when the ship is traded (This this might already be in place).
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Inanna Zuni
The Causality Electus Matari
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Posted - 2008.05.29 11:06:00 -
[9]
Originally by: Serenity Steele - Need to ensure that ships can't undock when the cargo space in the hold exceeds the total controllable by the player, as this could occur when the ship is traded (This this might already be in place).
It is and, more to the point, showing / having available the full size of cargo for ships in your hangar used to be the case. It disappeared one patch without warning ... (or explanation sfair)
IZ
My principles |
Franconian Eagle
Core Element Blackguard Coalition
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Posted - 2008.05.29 11:30:00 -
[10]
I support this. Especially as this "feature" seems to be an uncaught bug, created during some code rewriting.
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Gilgamoth
Eldritch Storm
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Posted - 2008.05.29 11:51:00 -
[11]
Gets my Support
Regards,
Gil
Live on Eden Underground Radio every Wednesday 19:00 - 21:00 GMT. |
maltari
Eve University Ivy League
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Posted - 2008.05.29 12:00:00 -
[12]
Originally by: Serenity Steele
Partial Solution: - Show the amount with the modules/rigs, but without the character skills applied.
Not sure it's possible: after all, those modules/rigs shouldn't be applied if you don't have the skills to use them...
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Czanthria
Ad Astra Vexillum
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Posted - 2008.05.30 03:33:00 -
[13]
-- Knowledge is Power! |
Kame Malice
Mitsukashi Holdings Limited
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Posted - 2008.05.30 03:37:00 -
[14]
Love it. :)
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Efa Morgan
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Posted - 2008.06.02 16:48:00 -
[15]
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Khwalik
Ghetto Kings
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Posted - 2008.06.02 16:53:00 -
[16]
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namelessclone01
blackbox ops
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Posted - 2008.06.02 17:14:00 -
[17]
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Pyrii Tanyoko
His Infernal Majesty Gunboat Diplomacy
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Posted - 2008.06.23 02:24:00 -
[18]
Seconded, Thirded and Forthed
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Venkul Mul
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Posted - 2008.06.23 08:21:00 -
[19]
Edited by: Venkul Mul on 23/06/2008 08:25:05 Not seconded.
It was implemented to limit the overloading of the ships to put in the carriers hangars.
As there is not a pilot in the ship with the appropriate skills the module don't work and the ship don't get the use of the pilot skills, so it is appropriate that the cargo of the ship is limited to his basic capacity, not the extended capacity.
I suppose (never used a carrier) that if you try to put a overloaded ship in the hangar of a carrier it say it can't be moved (if that is not true I think CCP should implement that).
Originally by: Inanna Zuni
Originally by: Serenity Steele - Need to ensure that ships can't undock when the cargo space in the hold exceeds the total controllable by the player, as this could occur when the ship is traded (This this might already be in place).
It is and, more to the point, showing / having available the full size of cargo for ships in your hangar used to be the case. It disappeared one patch without warning ... (or explanation sfair)
IZ
Unless I am mistaken the change happened when the cargo of ship in a carrier hangar was limited to ammunitions.
Serenity is pointing exactly at the reason why I feel it should not be changed. Allowing to load the ship as if it was player controlled allow the players to expand the carrying capacity of carriers.
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Tesseract d'Urberville
Tadakastu-Obata Corporation The Honda Accord
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Posted - 2008.07.03 19:19:00 -
[20]
Originally by: Venkul Mul It was implemented to limit the overloading of the ships to put in the carriers hangars.
As there is not a pilot in the ship with the appropriate skills the module don't work and the ship don't get the use of the pilot skills, so it is appropriate that the cargo of the ship is limited to his basic capacity, not the extended capacity.
I suppose (never used a carrier) that if you try to put a overloaded ship in the hangar of a carrier it say it can't be moved (if that is not true I think CCP should implement that).
Unless I am mistaken the change happened when the cargo of ship in a carrier hangar was limited to ammunitions.
Serenity is pointing exactly at the reason why I feel it should not be changed. Allowing to load the ship as if it was player controlled allow the players to expand the carrying capacity of carriers.
I disagree. I think it makes sense that if a ship is under the exclusive ownership and control of one pilot, all of that pilot's skills should apply in determining what the cargo capacity of the ship is, regardless of whether it is the active ship. If a ship is packed to the gills with stuff, and then given to another pilot or loaded onto a carrier, then so long as a different pilot isn't trying to launch the stuffed ship into space, or add or remove anything from its cargohold, then its cargohold should maintain the same capacity as when the first pilot stuffed it.
It's like a suitcase. If someone very skilled in packing a suitcase is able to wedge a lot of stuff in it, then so long as nobody else disturbs the contents, the suitcase can be handled, fully loaded, by anyone.
--------------------------------- Thomas Hardy is going to eat your brains. |
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kyoukoku
The Scope
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Posted - 2008.07.04 03:02:00 -
[21]
Originally by: Tesseract d'Urberville It's like a suitcase. If someone very skilled in packing a suitcase is able to wedge a lot of stuff in it, then so long as nobody else disturbs the contents, the suitcase can be handled, fully loaded, by anyone.
exactly this. Ninja Salvaging ain't stealing
from desusig.crumplecorn.com |
Siebenthal
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Posted - 2008.07.15 23:26:00 -
[22]
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Herschel Yamamoto
Bloodmoney Incorporated
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Posted - 2008.07.16 00:49:00 -
[23]
Originally by: Siebenthal
This is why threads that have already been taken up by the CSM should be locked. ------------------ Fix the forums! |
Marion Rendois
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Posted - 2008.07.16 01:09:00 -
[24]
Ideally locked after posting a link to the minutes where the issue was discussed.
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Mister Xerox
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Posted - 2008.07.23 12:13:00 -
[25]
It makes sense that I should have access to the entire cargo hold of a ship in my personal hangar. When the ship is moved to the corp hangar it should revert to only what the ship has fitted (expanders & rigs), and if the current cargo exceeds that I should not be able to remove it from my hangar without reducing the cargo. Likewise I should not be able to trade it to a corpie for the same reason (because the game cannot factor that corp member's skills until the ship is in their hangar).
Likewise, if I pack a ship full, undock, and then eject the cargo remains in the ship (the excess was once ejected in a can)... When someone with lesser skills boards the ship, what happens then?
I will issue 'support' for this feature, but only while said ship is in my possession.
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Marcus Gideon
Excessive Force
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Posted - 2008.07.23 12:18:00 -
[26]
I was gonna say... I read an approach to this topic. Which mentioned that stats have to be taken into account when it comes to any fittings. That's why the warning when you eject states "Some items could fall off, if your skills were the only thing holding the ship together".
So that's probably why the cargo seems to shrink, because it's not actively calculating your skills.
I could understand any ship in the Hanger taking your skills into account. But I would still leave free floating ships the way they are. If you pack every inch of an Indy, and then eject, then you should find a lot of excess cargo floating right next to your pod. ---
Don't take my rantings personally. I may just be arguing the topic... unless you're saying something stupid, and then I mean every word. |
Apple Boy
Wyverns of Dionysus Interstellar Alcohol Conglomerate
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Posted - 2008.07.27 17:48:00 -
[27]
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