Right, I'm saying that doing what you suggested (making human cargo take up a greater amount of units) will also help population differences make more sense, so I'm all for it.
I didn't bother to read the entire thread so I just say what I want to say:
It makes sense from the RP standpoint because humans and so on.
It makes no sense from gameplay standpoint because FL Companion and other such tools will get ultimately broken, they are already with multi-cargo commodities.
(08-09-2014, 11:18 PM)Protégé Wrote: I didn't bother to read the entire thread so I just say what I want to say:
It makes sense from the RP standpoint because humans and so on.
It makes no sense from gameplay standpoint because FL Companion and other such tools will get ultimately broken, they are already with multi-cargo commodities.
FL Companion is not a factor in an RP server. It is a tool that helps players in Discovery RP 24/7. So I guess that shouldn't be a problem.
(08-09-2014, 11:18 PM)Protégé Wrote: It makes no sense from gameplay standpoint because FL Companion and other such tools will get ultimately broken, they are already with multi-cargo commodities.
How so? FL Companion works perfectly with commodities like Gate/Lane Parts that take 5 cargo per unit. Just set the cargo limit to something sensible.
FL companion comparability shouldn't influence mod design in the least, to be honest.
Why not move this thread to the dev forum so that it might actually be considered? Seems a solid idea with nothing but approval so far, and no serious consequences immediately apparrent that would have it dismissed.
(08-10-2014, 08:17 AM)Valafar Wrote: FL companion comparability shouldn't influence mod design in the least, to be honest.
Why not move this thread to the dev forum so that it might actually be considered? Seems a solid idea with nothing but approval so far, and no serious consequences immediately apparrent that would have it dismissed.
I just made a Poll, make sure to vote or answer there.