Armorsmith Archive
Thread: Space management, enough is enough!!
All I really want is a 4 Lot buliding that is 4 walls and a roof and all one big room... Called a Warehouse with a Storage space of 600 Items... Double what two 2 lot Small house gives us now...
This would let me pull down the three houses I have to condense ever thing into one building..
Even a Well organized system of storage is still controled chaos in this game...
Just a Warehouse... Generic to all planets... Very simple floor plan just a Rectangle with a Door...
Jordan_Karr wrote:All I really want is a 4 Lot buliding that is 4 walls and a roof and all one big room... Called a Warehouse with a Storage space of 600 Items... Double what two 2 lot Small house gives us now...
Walk in the door and you're in a small office with a console: the inventory control and retrieval unit. The console would function like a bank safety deposit box, except that you could create named folders (and sub-folders) to store your items by category. In fact, it might have a "Resource tree" set of folders programmed by default.
speardancer wrote:
A pure combat char should be able to live within the 75 item per lot limit, although I also think it should be upped to 100 items per lot on pure principal. Crafters, however, cannot. The resources eat up too many of too few slots. we need some sort of releif.
Bahhahahahaha. Combat classes living with just that? Good luck. I have 2 combat only charecters and I have a vendor (one has merchant 3) just to store stuff. Otherwise I would use all 20 lots on houses, both banks and a bunch of droids on storage. Its combat classes, like my toons, that get all of the clasps, heavy leather, geno cubes, meats, skins, scales, tissues, glands, vibro motors, feed mechs, RIS components, crystalline spray things, and all of the other stuff that crafters can't mine or farm. This is in addition to the 5 flavors of pistols/rifles/carbines/swords/axes/polearms that we need, the multiple suits of armor, the backup and spare weapons, and all of the other stuff I have.
Remember, this is an economy. If you limit the inventory space of some players (read: your customers) they will buy less stuff from you because they will have no where to put it.
For example, I am out and about and stop in at a vendor tent. On a vendor I find a great deal on brandy (armor, scatter pistols, whatever). Do I buy these items or no? If I have space (and the credits) sure. But if I have the credits and no space, then what do I do? Maybe those items do not sell as fast or as much as they used to? Who loses out? The crafter.
So when you think about dealing with the storage issues, make sure you consider it in these terms. There is a symbiotic relationship between the crafters and the combat classes, surely you can see that.