Architect Archive
Thread: Containers
Unlocked Containers: You take something out but cant put it back in, so heres what you do. Take the container in question and pick it up and then drop it (in your house or a bank vault). Do NOT open it. Pick it back up (into your inventory) and you can drag and drop items into it. If you open it up (either sitting on the floor of your house or while in your inventory) you will be able to take things out and examine things but you will NOT ba able to put things back in it.
This *should* work by trading to a friend as well, but I havent tested that. If so, it means you dont have to travel back to your house or find a bank to do this operation. Trade the container to a friend and then get it back and drag-drop the items into it, again the key is to NOT open the container until you are done loading it. Its stupid and annoying, but if you like to use these things as storage this is the key (Maybe one day we will even be able to use our cabinets, and armoires etc).
Enjoy = )
So you're saying the volume of my inventory is affecting the capacity of my back pack? The might make sense... I'll test that theory tonight.
Thanks
Still curious about the containers in my house.
Why spend $240K to account for failures when you can buy a crate of molecular clamps for 7K or 8K and guarntee yourself a 100% success rate? Hell, if you're on Eclipse, I'll give you a crate of 'em.
Just stand at a popular starport and offer to slice containersfor free, or for maybe 1 or 2K. You'll get through it fairly quickly.
I will definately try to locate some molecular clamsp, I checked earlier but didn't see any for sale. Even with using them, at a cost of 6k per locked container, I still need to come up with around 120K if I want to purchase them all.
A novice smuggler can run level 9-13 missions with a high probability of success, but the average payment for those missionsis around 1200, which means one heck of a lot of missions need to be run before they can raise that kind of cash.
The thought of trying to attempt to slice them for free might have worked before, but it doesn't seem to be working any longer. The players know that smugglers need to do it to move on, so they can charge what the market will bear to the novice smugglers. Call it a pay-back of sorts for what the smugglers will charge to slice their weapons.
Sorry if it seems like I'm complaining, but I think the system might need to be reevaluated. Again, this is just my opinion as a newcomer to the game and profession.
Eacham Graeme
Starsider