Cargo Conditions

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Redspear
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Cargo Conditions

Post by Redspear »

Suppose that a cargo bay must be fitted to a particular standard in order to ship goods through witchspace.
Suppose further that this standard varied according to goods being shipped.


Basic: Alloys, Minerals, Alien Items, Gold, Platinum, Gem Stones (all either found as space debris or otherwise unreactive)

Functional: Food (the fancy stuff would count as 'luxuries'), Radioactives

Trader: Firearms, Textiles

Freighter: Luxuries, Slaves

Specialist: Machinery. Liquor/Wines

Advanced: Computers, Furs, Narcotics



If these cargo hold upgrades were suitably priced (and some as standard for smaller vessels) then this could achieve two things.
  • More likely to buy the various goods at some stage during your trading career
  • More gradual upgrade progression for the larger cargo holds (including the mkIII) due to slowed profit progression
The obvious way to achieve #2 might be to simply reprice the equipment items but this is complicated by both repair costs and if you're starting with an adder then progression is likely slow enough already.

I imagine it working in a way that tests your hold each time you jump - if it's not suitable then relevant goods are converted into (perhaps) minerals if industrial or biowaste (new very low value commodity) if agricultural.

So before I make this thing I'd like to court advice on potential pricing and especially on the goods themselves. Does my proposed progression above include both an industrial and an agricultural commodity in each bracket? Do the higher brackets always provide the higher profit margins?

Like most traders, I know quite well the profit margins for computers and furs but know very little regarding some of the others.
Advice gratefully recieved.
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Re: Cargo Conditions

Post by cbr »

So you want to make the cargoholds with different (buyable) levels with each level you gain more options to buy certain goods?
And the purpose is to make it harder to earn credits?

hmmm.

variants.

a]
Each trader has a cargohold but no shipping containers.
You can buy shipping containers with different volumes (1,2,4,8,16,32,64,128,256,512 etc) pricing is also non-liniair,
so you are still able to buy a shipping container with volume 4 and 4 computers on your adder to make that one lucky run.
But the higher volume containers are accordingly priced.
Containers can be broken or go bad.

b]
You have to buy licences.
These can be for certains goods or
these can be for volumes of goods.
Certain goods cost more
larger volums cost more

c]
Combination of both


(Perhaps not in EASY mode)

:)
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Re: Cargo Conditions

Post by Redspear »

cbr wrote: Thu Dec 26, 2019 9:52 am
So you want to make the cargoholds with different (buyable) levels with each level you gain more options to buy certain goods?
Yes.
cbr wrote: Thu Dec 26, 2019 9:52 am
And the purpose is to make it harder to earn credits?
Nearly...

As you may already understand, based on the rest of your reply, the purpose is to make the profit to jump ratio climb less steeply for the larger capacity traders.

The Adder pilot for example currently has a hard enough time as it is and requires no such strictures, whilst the mk III pilot sees a rather steep increase in profit:jump to an extent that doesn't suit the equipment prices. Can't upgrade for several jumps and then you can upgrade nearly every other jump. You can become almost 'iron assed' soon after your first upgrade. I consider this to be a design issue - throw in different cargo capacities and it is no longer as simple as changing the pricing (even if you also change the starting ship).

Of your variant ideas...

a] sounds similar to the large cargo bay idea, with admittedly better rationalisation and expandability

b] I've thought about licences but find them rather unsatisfactory on a personal level. This is also why I rejected 'refridgeration units' and 'stabiliser gear' as they don't always make sense when applied across the range of goods. I currently prefer witch space travel as the restrictive factor as who knows what effects that might have?

c] could easily get too complicated I think, or at least more complicated than I would like

Thanks for your ideas :-)
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Re: Cargo Conditions

Post by Disembodied »

It's an interesting idea … what would happen though if you scooped a cargo item you didn't have the correct bay for?

Would the upgrades apply to the entire hold, or could you outfit your cargo hold in parts? E.g. a Cobra III starts with 20-tonne Basic capacity, but the player can buy (say) 5 tonnes "Functional" capacity, allowing then to carry up to 5TCs of food or radioactives, and another 5 tonnes "climate controlled" capacity, allowing them to carry up to 5TCs of slaves or luxuries, and so on.
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Re: Cargo Conditions

Post by Redspear »

Disembodied wrote: Mon Dec 30, 2019 12:48 pm
what would happen though if you scooped a cargo item you didn't have the correct bay for?
My methodolgy is likely limited by my programming skill but I'm thinking the simpler the better in most regards.

  • So, two possible scenarios with a basic hold to explain my thinking:

    1) Upon launching from the station, you scoop some pods floating around and then make your jump to a new system
    2) Whilst heading to the station you come across some pods and scoop them up before continuing on your way

I scenario 1, you would find upon arriving at your new system that the cargo pods you scooped in the prior system have been converted to either biowaste if organic or to alloys/minerals (whichever is cheaper) if inorganic. It is the jump that does the damage and the hold that is tested to see if it can resist it.

In scenario 2 however, you could sell those scooped goods unchanged (and therefore at full value) as they haven't been subject to an intersystem jump since you scooped them.

So you can buy anything, sell anything, scoop anything, you just can't jump with anything... and expect it to survive intact.

I'm imagining colour coded goods on the trading screen - so as to make it easier to know which goods you can ship safely.

Disembodied wrote: Mon Dec 30, 2019 12:48 pm
Would the upgrades apply to the entire hold, or could you outfit your cargo hold in parts?
Initially at least, to the entire hold. The idea of hold subsections is interesting but unnecessarily complicated in order to achieve my aim for this proposed oxp. I wouldn't rule it out though as it could make scooped goods more valuable (with more options of where to sell small quanties of a high value commodity).
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Re: Cargo Conditions

Post by Cholmondely »

Disembodied wrote: Mon Dec 30, 2019 12:48 pm
It's an interesting idea … what would happen though if you scooped a cargo item you didn't have the correct bay for?

Would the upgrades apply to the entire hold, or could you outfit your cargo hold in parts? E.g. a Cobra III starts with 20-tonne Basic capacity, but the player can buy (say) 5 tonnes "Functional" capacity, allowing then to carry up to 5TCs of food or radioactives, and another 5 tonnes "climate controlled" capacity, allowing them to carry up to 5TCs of slaves or luxuries, and so on.
Would you need crew to ensure that the scooped items ended up in the appropriate bay?

And how would this affect piracy?

Would they still offer the dump cargo option? If they did, would they mostly then go on and blast you anyways in the hope of getting more cargo which might fit their holds?

And what are the chances of their scooping your rescue pod and selling you as a slave?


But my understanding of the current system is that the cargo pods are themselves modified - eg Slave containers - which contain whatever is needed to keep their contents alive without leaching off the ship's life support mechanism. They presumably need a power source, but have a backup just in case.
Slaves are measured by the tonne in galactic trading. This may seem a little strange, but it includes the cryogenic suspensions system necessary to keep them alive during space travel (The Space Traders Flight Training Manual p38)
Montana05's Slave container
Image
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Cargo Conditions

Post by Redspear »

Cholmondely wrote: Fri Dec 23, 2022 9:37 am
But my understanding of the current system is that the cargo pods are themselves modified - eg Slave containers - which contain whatever is needed to keep their contents alive without leaching off the ship's life support mechanism. They presumably need a power source, but have a backup just in case.
Slaves are measured by the tonne in galactic trading. This may seem a little strange, but it includes the cryogenic suspensions system necessary to keep them alive during space travel (The Space Traders Flight Training Manual p38)
Yes, I recalled that very example which, at least superficially, appears to be contrary to my idea as presented in this thread.

So I imagined it as wirchspace travel specifically rather than space travel generally. My explanatory example re Disembodied's question should (hopefully) explain how it could work in a simple manner.
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Re: Cargo Conditions

Post by Cholmondely »

Redspear wrote: Sat Dec 24, 2022 6:29 pm
Cholmondely wrote: Fri Dec 23, 2022 9:37 am
But my understanding of the current system is that the cargo pods are themselves modified - eg Slave containers - which contain whatever is needed to keep their contents alive without leaching off the ship's life support mechanism. They presumably need a power source, but have a backup just in case.
Slaves are measured by the tonne in galactic trading. This may seem a little strange, but it includes the cryogenic suspensions system necessary to keep them alive during space travel (The Space Traders Flight Training Manual p38)
Yes, I recalled that very example which, at least superficially, appears to be contrary to my idea as presented in this thread.

So I imagined it as witchspace travel specifically rather than space travel generally. My explanatory example re Disembodied's question should (hopefully) explain how it could work in a simple manner.
Coming up with an idea/.oxp which contradicts the Lore is not exactly a "sin"... and it is not even obvious that it is a "contradiction"...
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Cargo Conditions

Post by Redspear »

Cholmondely wrote: Sat Dec 24, 2022 7:01 pm
Coming up with an idea/.oxp which contradicts the Lore is not exactly a "sin"... and it is not even obvious that it is a "contradiction"...
...nor necessarily is it one.

I quite agree however.
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