Star Sonata
http://forum.starsonata.com/

Mini Design Blog: Cargo slots for loot
http://forum.starsonata.com/viewtopic.php?f=9&t=61653
Page 2 of 7

Author:  redalert150 [ Thu Mar 10, 2016 8:16 pm ]
Post subject:  Re: Mini Design Blog: Cargo slots for loot

Wait, are items being turned into loot crates along with this idea? If thats so then 20 space seems a lot more reasonable :lol: Although i think 50-100 would be more sensible. People are Dging pretty quickly nowadays.

Author:  carterstrain [ Thu Mar 10, 2016 8:19 pm ]
Post subject:  Re: Mini Design Blog: Cargo slots for loot

I'm sorry, I overreacted.

It's basically the exact same thing as Lemon and I have been yapping about for the last month, except:

-- We already use a number system on our inventories. This is a slot system. Feels needlessly complicated from a player's perspective.

-- "Once you use or equip item, it will no longer be considered cargo". Would like to try some new loot I got in my setup to see if I like it. Whoops, no longer considered cargo! Now got to sell it at an AI base or slow boat back to home and get a bigger ship if I want to stick it in my shop. Inconvenient and or annoying.

Author:  vampire2948 [ Thu Mar 10, 2016 8:40 pm ]
Post subject:  Re: Mini Design Blog: Cargo slots for loot

carterstrain wrote:
-- "Once you use or equip item, it will no longer be considered cargo". Would like to try some new loot I got in my setup to see if I like it. Whoops, no longer considered cargo! Now got to sell it at an AI base or slow boat back to home and get a bigger ship if I want to stick it in my shop. Inconvenient and or annoying.


Then you are no longer in the middle of a DG, and can just buy a bulk trader or whatever if you absolutely have to store it right there.

This change is mostly for classes that have trouble storing even a single DG's worth of loot.

Paladin,

Author:  carterstrain [ Thu Mar 10, 2016 9:00 pm ]
Post subject:  Re: Mini Design Blog: Cargo slots for loot

It feels needlessly complicated.

Author:  SunDog60 [ Thu Mar 10, 2016 10:09 pm ]
Post subject:  Re: Mini Design Blog: Cargo slots for loot

I like the idea of losing cargo loot if you die to another player. Incentive to PvP and cargo space both in one single addition.

Author:  The Salty One [ Fri Mar 11, 2016 2:59 am ]
Post subject:  Re: Mini Design Blog: Cargo slots for loot

In addition to cargo slots, you should have some cargo hullspace as well. To make things fair it could just be a flat value (possibly influenced by hull augs) as opposed to being based on a person's actual hullspace. This would allow for scooping some of the smaller but more numerous things like augmenters and random base blueprints and then you could have say 10 slots for the larger items.

Author:  anilv [ Fri Mar 11, 2016 3:37 am ]
Post subject:  Re: Mini Design Blog: Cargo slots for loot

redalert150 wrote:
Wait, are items being turned into loot crates along with this idea? If thats so then 20 space seems a lot more reasonable :lol: Although i think 50-100 would be more sensible. People are Dging pretty quickly nowadays.


Cargo items just don't take up any space in the usual way. Each one takes 1/20 Cargo slot (or however many total slots you have).

Author:  DarkSteel [ Fri Mar 11, 2016 4:19 am ]
Post subject:  Re: Mini Design Blog: Cargo slots for loot

20 seems low to me. I'd be filled up with augs, tweaks and blueprints in 5 minutes which would suck.

I'm just going to throw this out there: being able to increase your cargo space by paying credits (same way as TSL, the higher you go the more it costs).......

Or maybe even for SP, although that might be pay to win. I personally think it would fall into the category for pay for convenience just like aug resets and ship itemforming. In any case, even if it were to be obtainable by SP it should still be obtainable by credits.

Author:  zhuang281 [ Fri Mar 11, 2016 4:22 am ]
Post subject:  Re: Mini Design Blog: Cargo slots for loot

sabre198 wrote:
Make cargo hold items %chance to drop on pvp death


You'd need a way for people to uncargohold their items if they want then I think. The way it is now, you can still jury rig it so that more valuable items are not in cargo. Might as well eliminate the trouble.

Author:  sabre198 [ Fri Mar 11, 2016 4:35 am ]
Post subject:  Re: Mini Design Blog: Cargo slots for loot

zhuang281 wrote:
sabre198 wrote:
Make cargo hold items %chance to drop on pvp death


You'd need a way for people to uncargohold their items if they want then I think. The way it is now, you can still jury rig it so that more valuable items are not in cargo. Might as well eliminate the trouble.

L2R
*Once you equip/use the item or transfer it to another ship, it will no longer be considered cargo.

Author:  carterstrain [ Fri Mar 11, 2016 5:11 am ]
Post subject:  Re: Mini Design Blog: Cargo slots for loot

heylo wrote:
20 seems low to me. I'd be filled up with augs, tweaks and blueprints in 5 minutes which would suck.


This.

That is why I keep saying give us a set hull based on the character's level. It feels good that we have one more thing that our level 3000 character has over our level 1500 (aka, incentive to level more) and even if you gave us 100 cargo slots, a lot of players like to scoop everything, which obviously can and will fill up a player's cargo within a single DG. Especially the lower levels where self destructors do not exist, but also at the higher levels where aug bps, augs, and stuff like dem/frags drop.

We already have something that is based off the character's level (Trade skills). Why not have more?

Author:  Pixel [ Fri Mar 11, 2016 5:20 am ]
Post subject:  Re: Mini Design Blog: Cargo slots for loot

Believe this or not, I've already added some new super items for Recon Focus skill that will allow players in light fighters to get a temporary boost to their hull space. This is coming in the next universe. This can be acquired from Lyceum.

Author:  Godsteel [ Fri Mar 11, 2016 5:22 am ]
Post subject:  Re: Mini Design Blog: Cargo slots for loot

20-30 item slots seems reasonable. I've got question though, do items in cargo stack?
Let's say I've scooped 20 energy globules from wattages,
do I have 1 cargo slot filled with 20 energy globules or 20 slots filled with 1 globules each?

And if former, what about larger items? Infinite number of Giga GNTs in one slot is out of question.

It would be reasonable for commods to stack to some point, maybe up to 20-50 commods per slot.
Furthermore little items (like for ex.Hazard Dissipators) could also stack a bit.


Update:
Now that someone mentioned all augmenter and bp drops, 20-30 seems a bit low. 30-50 slots would be better for fully developed character.

Author:  ELITE [ Fri Mar 11, 2016 5:38 am ]
Post subject:  Re: Mini Design Blog: Cargo slots for loot

I'm thinking more along the lines of 100-200 slots to start with. A single DG can easily drop 20-40 stacks of random crap. Tweaks, Commods, Augs, Blueprints, Random items, and then the actual boss loot.

Author:  andezrhode2a [ Fri Mar 11, 2016 5:40 am ]
Post subject:  Re: Mini Design Blog: Cargo slots for loot

Pixel wrote:
Believe this or not, I've already added some new super items for Recon Focus skill that will allow players in light fighters to get a temporary boost to their hull space. This is coming in the next universe. This can be acquired from Lyceum.


And did you consider what this would do to a great many specific ship setups, which are fully functioning even when overhulled?

Page 2 of 7 All times are UTC - 5 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/