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Thread: Cargo holds, loadlifter droids and containers OFFICIAL PROPOSAL

EyedeeTentee
Mon Nov 29, 2004 5:58 pm
#27

Errrr... Sorry to everyone else. I just hate negativity trolls.



Jair Grey
Master Architect - 12 point assembly/ 12 point experimentation
Master Artisan
Master Merchant
Kettemoor - Coronet -393 -5522
Galactic Trade Alliance
Gun_Fodder
Mon Nov 29, 2004 6:41 pm
#28

Good night! It makes so much sense, it must be CRAZY!!


Awesome idea! How about this, though:


The "Cargo Hold Crates" could also be crafted with a variety of characteristcs, such as Item decay reduction (When ship is destroyed), Smuggling Bonuses (To help get through those Imperial searches), and so forth. What do you think?



*You know, having one star next to your post, doesn't mean that people liked your post a little; It means that they disagreed with you and/or your post, and took the time to let you know it.
Of course, that being said, all of my posts are going have one star now.
Pseudopd
Mon Nov 29, 2004 9:37 pm
#29






Flatfingers wrote:

Asteroid Mining







Did anyone notice that there is an "Asteroid" section in the bazaars filter window?


Hmmm....


Baz Pseudopod

Notch13
Tue Nov 30, 2004 12:32 pm
#30

Still failing the test of huge support, there's like 12 positive post not including the authors constant bumping or the other guy who went off on me. Maybe you wouldn't have to revise or bump or repost this if anyone was really interested. I mean if doing stuff like this keeps you occupied than go ahead but it seems like a waste of good time and from a smart person. Fundamentally altering the game mechanics that currently allow easy transport of millions of units of resources and loads of items will not happen. Not now, not ever it'd sure be cool if these ideas were implemented but the devs aren't going to alter such basics. You can come up with wonderful ideas and post them all you want, but they'll never change. It's like arguing against gravity. Sorry if you get offended or hate "trolls" but I just hate to see such waste of effort. Try to look for more reasonable and managable changes and then something might change. It's a shame that these ideas will never come about but just let it go, JTL is an expansion, a diverter to keep us occupied while they try to fix the combat system, nothing more and it will never reach the scope you are looking for, at least not until the combat system is fixed, the GCW revamped and the various other higher ranked issues are dealt with.
Flatfingers
Tue Nov 30, 2004 2:29 pm
#31




Pseudopd wrote:


Did anyone notice that there is an "Asteroid" section in the bazaars filter window?


Hmmm....




Hmmm! That rates a definite "check it out next time I'm online." I wouldn't mind buying an asteroid.


Thanks for the heads-up!






As for the comments that have been made of"why bother pushing this non-combat idea": it's true thatasking forsomething doesn't mean you'llget it... but if you never ask, you almost certainly won't get it, and you'll have no right to complain when you don't get it.


As to whether the length of a series of posts indicates the worth of an idea, NattyDreadlocks' Big Ugly Bulk Freighters thread by itself ran for over nine pages without/bumps-- is that good enough?


Finally, yes -- it'sentirely possible thatspace commerce features might not beeasy to implement quickly.


But what good cost/benefit analysis only considers the costs?


--Flatfingers

TroyBPerk
Tue Nov 30, 2004 2:56 pm
#32






Flatfingers wrote:


...As for the comments that have been made of"why bother pushing this non-combat idea": it's true thatasking forsomething doesn't mean you'llget it... but if you never ask, you almost certainly won't get it, and you'll have no right to complain when you don't get it.


As to whether the length of a series of posts indicates the worth of an idea, NattyDreadlocks' Big Ugly Bulk Freighters thread by itself ran for over nine pages without/bumps-- is that good enough?


Finally, yes -- it'sentirely possible thatspace commerce features might not beeasy to implement quickly.


But what good cost/benefit analysis only considers the costs?


--Flatfingers





So true. About the ease of implementation, all of the proposed featuresare based on existing (or extremely similar)ground and space mechanicscurrently in the game (these include inventory, structure placement, and droid structure management databases.) Of course there would be more coding to do but what's the supposed programming advantage of a live game? - evolution.




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