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Cargo Container/Hold style ship

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Cargo Container/Hold style ship
Offline Ackarion
07-20-2009, 10:05 AM, (This post was last modified: 07-20-2009, 10:06 AM by Ackarion.)
#11
Member
Posts: 133
Threads: 14
Joined: Mar 2009

I think I believe I undestand the author of this thread is asking..

1. Wants a larger hold so rp load can be installed and yet have the 5k or so load so not to sacrifice the money per load per trip ratio. (Is that right?)

2. With the larger load capacity, traders would be inclined to make shorter trips with the lesser valuable cargo and make the same money ratio, and have more interaction with the local players in addition with the rp load, be more inclined to rp with all around. (Is that right?)

I assume this what was trying to be relayed?

Thats were lies the problem, larger cargo means lots of money to be made on the longer trips. Which would destructure the economy. Hence the slower craft for the shorter in House trade connections.

Now becuase the short trips are not profitable as the longer ones are. In turn, traders do not want interruptions on long huals, as it effects monetary/time ratio. Most traders look for the most profitable route witht the least interuption to none at all within a certain time period. If shorter routes stinted a well enough profit, and could make a profitable amount of credits per turn per time including interruption rp, traders would be more inclined to dottle about and rp with all, but thats not the case. Traders ensure the routes stays out of the congested areas and away from the pietraps. Most now, not a secret, avoid NY and most of Liberty space if at all possible.

but here are some issues with what we have now.

1. High traffic areas are now isloted to a few routes.
2. Sirius perception now has a more empty effect/feel in many sectors.
3. Longer runs equal less patience in rp application.
4. Longer runs equal fewer rotations of traders pass by=higher trade value = higher taxation.
5. Too many short to moderate length routes with low profit causing traders to lose interist in or ignore
completely.
6. Stations that have no value or unique options.
7. Systems that have no value or unique options.

In fact I have been in systems/stations where I would not see anyone one there for over an hour. My only interaction is by pm.

I think this is a jist of what has been said.
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Offline Enko
07-21-2009, 12:23 AM,
#12
Developer
Posts: 304
Threads: 28
Joined: Jul 2008

I'm not sure if I conveyed this wrong, however the idea on this part is to essentially be the Barge without the Barge so to speak.

The idea is to have a large cargo hold ship, possibly just one big container after all or a merge of containers together to form basically a floating cargo hold. To make things clear:

This is NOT designed to haul cargo anywhere, it not designed to move infact, but the problem being with undocking and such it will require atleast some form of speed.

This is designed similar to the big cargo hold on the Barge, to fit all sorts of cargo in that may be used for RP terms, without having to use the barge itself, as a giant manufacturing platform doesn't nessaiarly go with all the factions.

For example, I made some GC transports to hold some cargo that will be later used in RP, these transports are at Ainu Depot only, they wont move there at all, they provide cargo space for RP cargo imports that would later be used, such as a bunch of ship hull panels get "used" so to speak in a RP construction of a ship.

I am no way looking for a large transport that is over 5000 cargo units which would be used for common trade. If anyone is in any more doubt about the intentions of the ship, feel free to ask.

[Image: RrJ0WDv.jpeg]
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