{"data":{"id":18986,"title":"Cargo Refactor AMA Recap","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/18986-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/18986","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/18986","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":26482,"name":"Shipdetail-Concept-Bg_bw.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/c2ae7q1c7cg63r\/source\/Shipdetail-Concept-Bg_bw.jpg","alt":"","size":1111159,"mime_type":"image\/jpeg","last_modified":"2017-05-24T19:35:00+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26482","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26482\/similar"},{"id":29481,"name":"cargo.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/62b77bfe729029f1e19fca28bc02950ed3d6fb93\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResk1tVtBvs6qn8SNiNzeeW9ZuU9HLt1nEXY\/cargo.webp","alt":"g-trailer","size":334158,"mime_type":"image\/webp","last_modified":"2022-11-09T00:05:37+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/29481","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/29481\/similar"}],"images_count":4,"translations":{"en_EN":"Cargo Refactor AMA Recap\nWe hosted an open submission live Q&A on Spectrum to cover all things Cargo Refactor and upcoming features to enhance the cargo hauling career further. These questions and answers were collected from the Spectrum AMA on November 8, 2022.\n\nBefore you leap into the Q&A section below, get caught up on all things Cargo by checking out this video!\n\nThis time, we welcomed a guest from the USPU Team:\nGozer-CIG - Dan Griffis, Lead Designer\n\nThis AMA is complete but keep an eye out for upcoming threads for your chance to ask us anything!\n\nWill cargo loading timers be part of 3.18?\nAt the moment nothing changes with loading and unloading. This is handled automatically as it has been in the past. Once Manual loading and unloading becomes a reality, you will have the option to choose between the two. If you choose to have the location do the loading and unloading there will be a cost and a time when your ship is unavailable while the process completes, much like the current refinery gameplay.\n\nIn the ISC Cargo Missions were mentioned, can you go into any detail on what these missions will be like and how they will work. In my mind and hopes they will be something along the lines of this post.\n(https:\/\/robertsspaceindustries.com\/spectrum\/community\/SC\/forum\/61894\/thread\/mission-type-cargo-contract)\n\nAfter 3.18 we want to separate Commodity Trading from Cargo Hauling. Commodity Trading will be high risk \/ high reward. If you invest a large amount of your money you will also have to manage the cost of loading and unloading as well as protection. On the other hand, Cargo Hauling is just moving things for NPCs from point A to B, and you are not tied to it financially.\n\nThe first step here is we will be adding cargo hauling missions that extend the current box delivery missions once you can manually load and unload your own cargo. They will start small and get larger, and the only thing the players are risking is reputation.\n\nWill cargo containers stolen by pirates be recognized by buyers as being stolen? If so, then what happens if I willingly transfer my cargo to another player to sell for me?\nWhen a player purchases commodities those are owned by the player that purchases them. Anyone else trying to sell them will have to use a \"No Questions Asked\" terminal and they will not receive full price for anything that they are trying to sell. Even if I give a cargo container to a friend, they would have to sell it at an NQA terminal and they would not get full price for the commodity. GrimHex for example would be a location I could fence my stolen goods.\n\nI would love to be able to buy 1 or 2 SCU boxes to be able to put whatever we want in them. Would make org events easier, could buy all the armor for ground battles, extra weapons and ammo, etc.\nI want you to be able to do that as well rather than having to blow up your ship and create them yourself. On top of that, I want you to be able to carry those around, loot bunkers, fill them up, and then snap them to the grid once you are back at your ship. I also want you to be able to do all this and then go back to a station and go sell all of this without having to transfer it all to that station's local inventory in order to do so.\n\nThat said it probably won't make it into 3.18. At some point however it will be a thing! This is where I use the dreaded \"Soon\".\n\nWill cargo boxes have any kind of signatures to be picked up by vehicles pings?\nCargo containers can be scanned, and AR markers will be present if they survive the explosion. We have also added colored tints to the containers so you can at least identify what category they belong to, such as Metals or Processed Goods.\n\nAre we getting any dynamic pricing changes to commodities?\nCommodity prices will not change for 3.18. Mainly because if we did it now we would have to do it all over again as soon as we add manual loading and unloading to the loop. Loading and unloading will dramatically change the whole commodity trading loop.\n\nAre larger cargo containers still planned with the refactor like the ones on the raft? Why just 1 SCU? Why not 10 SCU boxes for fewer entities?\nLarger than 1 SCU containers are still planned, but at the moment everything is still bought and sold as 1 SCU cargo containers.\n\nAny new commodities coming in 3.18?\nThe only new addition that I can think of is RMC which is what you get from hull scraping. These can be sold at commodity kiosks.\n\nWhen it comes to cargo refactor and piracy, what have you thought of to encourage player-to-player boarding actions with this feature?\nWell, so we hinted about this in the ISC and it wasn't very clear. With 3.18 we are introducing the concept of Soft Death. There is a 70% chance a vehicle will die with its interior and cargo intact from combat deaths. Explosive deaths or deaths by game rules ( near a barrier or touching water, for example ) won't trigger a soft death.\n\nWhat this means, 70% of the time you and your crew are still alive, and the cargo is still attached to the ship when a combat death occurs (ship reaches 0 health in combat). The 30 % of the time that this doesn't happen your ship explodes and cargo is pushed out and then 0-90 % of that cargo remains, with the average of that being 45 % of cargo surviving.\n\nDo I need to neatly stack boxes all square in order to register them correctly?\nContainers are snapped to the grid when they are placed in the ship. Anything in the ship or attached to the grid will be able to sell at the commodity kiosk.\n\nBuying cargo works just like it does now. You purchase from a kiosk; that cargo is loaded into the ship automatically and attached to the grid. Once outside of an Armistice Zone you are free to move it around and snap it to the grid with a tractor beam however you want.\n\nExample: A cutlass. I buy 46 SCU of goods so it's full. On my way, I find a wreck and recover 10 boxes of 1 SCU which I also deposit in my ship. On arrival at the TDD to sell, would I see 46 or 56 SCU?\nYou would have a hard time making it fit, but sure. The cargo grid has a max capacity. Anything else is considered \"Loose Items\" and if they are on the ship you can sell them. This is not to be confused with the \"FPS\" items though such as guns, ammunition, stims, armor, etc. Those are technically in a third inventory in your ship although I have a plan for that stuff as well.\n\nAre the external cargo pods of the Prospector, MOLE, and RAFT going to be detachable and replaceable? If not, what happens to the mined ore and cargo aboard these ships if they are destroyed?\nJakeAcappella-CIG: Tracked this down with several teams! Currently, all of these ships will function similarly to how they do now once 3.18 comes online. Resource pods such as saddle bags or fuel pods won't be detachable in this release, as further work on Vehicle Tractor beams is required.\n\nRegarding external cargo, such as the Hull series and RAFT, these will detach upon vehicle destruction, as outlined in the ISC episode.\n\nInside Star Citizen: The Cargo Show","de_DE":"Cargo Refactor AMA Recap\nWir haben eine offene Frage-Antwort-Runde auf Spectrum veranstaltet, um alles \u00fcber den Cargo Refactor und die kommenden Features zu berichten, die die Karriere im Frachttransport weiter verbessern. Diese Fragen und Antworten wurden bei der Spectrum AMA am 8. November 2022 gesammelt.\n\nBevor du dich in die Fragen und Antworten st\u00fcrzt, kannst du dich in diesem Video \u00fcber alles rund um Cargo informieren!\n\nDieses Mal haben wir einen Gast aus dem USPU-Team begr\u00fc\u00dft:\nGozer-CIG - Dan Griffis, Lead Designer\n\nDieses AMA ist abgeschlossen, aber behalte die kommenden Threads im Auge, in denen du uns alles fragen kannst!\n\nWird es in 3.18 einen Timer f\u00fcr die Ladung geben?\nIm Moment \u00e4ndert sich nichts am Be- und Entladen. Es wird automatisch gehandhabt, so wie es in der Vergangenheit der Fall war. Sobald das manuelle Be- und Entladen Realit\u00e4t wird, wirst du die M\u00f6glichkeit haben, zwischen den beiden Optionen zu w\u00e4hlen. Wenn du dich daf\u00fcr entscheidest, dass der Standort das Be- und Entladen durchf\u00fchrt, fallen Kosten an und dein Schiff ist f\u00fcr die Dauer des Vorgangs nicht verf\u00fcgbar, \u00e4hnlich wie bei der aktuellen Raffinerie.\n\nIm ISC wurden Frachtmissionen erw\u00e4hnt. Kannst du genauer erkl\u00e4ren, wie diese Missionen aussehen werden und wie sie funktionieren? Ich denke und hoffe, dass sie in etwa so aussehen werden wie dieser Beitrag.\n(https:\/\/robertsspaceindustries.com\/spectrum\/community\/SC\/forum\/61894\/thread\/mission-type-cargo-contract)\n\nNach 3.18 wollen wir den Rohstoffhandel vom Frachttransport trennen. Der Rohstoffhandel wird ein hohes Risiko \/ eine hohe Belohnung sein. Wenn du einen gro\u00dfen Teil deines Geldes investierst, musst du dich auch um die Kosten f\u00fcr das Be- und Entladen und den Schutz k\u00fcmmern. Beim G\u00fctertransport hingegen geht es nur darum, Dinge f\u00fcr NSCs von A nach B zu bringen, und du bist finanziell nicht daran gebunden.\n\nIn einem ersten Schritt werden wir Frachttransportmissionen hinzuf\u00fcgen, die die aktuellen Kistenlieferungsmissionen erweitern, sobald du deine eigene Fracht manuell auf- und abladen kannst. Sie werden klein anfangen und gr\u00f6\u00dfer werden, und das Einzige, was die Spieler\/innen dabei riskieren, ist ihr Ruf.\n\nWerden von Piraten gestohlene Frachtcontainer von K\u00e4ufern als gestohlen erkannt? Wenn ja, was passiert dann, wenn ich meine Fracht freiwillig an einen anderen Spieler \u00fcbergebe, damit er sie f\u00fcr mich verkauft?\nWenn ein Spieler Waren kauft, geh\u00f6ren diese dem Spieler, der sie gekauft hat. Jeder andere, der sie verkaufen will, muss einen \"No Questions Asked\"-Terminal benutzen und erh\u00e4lt nicht den vollen Preis f\u00fcr alles, was er zu verkaufen versucht. Selbst wenn ich einem Freund einen Frachtcontainer gebe, m\u00fcsste er ihn an einem NQA-Terminal verkaufen und w\u00fcrde nicht den vollen Preis f\u00fcr die Ware erhalten. GrimHex w\u00e4re zum Beispiel ein Ort, an dem ich meine gestohlenen Waren verkaufen k\u00f6nnte.\n\nIch w\u00fcrde gerne 1 oder 2 SCU-Kisten kaufen k\u00f6nnen, um darin zu verstauen, was wir wollen. Das w\u00fcrde Org-Events einfacher machen, man k\u00f6nnte alle R\u00fcstungen f\u00fcr Bodenk\u00e4mpfe kaufen, zus\u00e4tzliche Waffen und Munition usw.\nIch m\u00f6chte, dass du das auch kannst, anstatt dein Schiff in die Luft zu jagen und sie selbst herzustellen. Au\u00dferdem sollst du sie mit dir herumtragen, Bunker pl\u00fcndern, sie auff\u00fcllen und sie dann an das Netz anschlie\u00dfen k\u00f6nnen, wenn du wieder auf deinem Schiff bist. Au\u00dferdem m\u00f6chte ich, dass du all das tun und dann zu einer Station zur\u00fcckkehren kannst, um all das zu verkaufen, ohne dass du alles in das lokale Inventar der Station \u00fcbertragen musst, um das zu tun.\n\nDas hei\u00dft, es wird wahrscheinlich nicht in 3.18 kommen. Irgendwann wird es aber eine Sache sein! An dieser Stelle verwende ich das gef\u00fcrchtete \"Bald\".\n\nWerden Frachtkisten irgendwelche Signaturen haben, die von Fahrzeugen gepingt werden k\u00f6nnen?\nFrachtcontainer k\u00f6nnen gescannt werden, und AR-Markierungen werden vorhanden sein, wenn sie die Explosion \u00fcberleben. Wir haben den Containern auch farbige Markierungen hinzugef\u00fcgt, damit du zumindest erkennen kannst, zu welcher Kategorie sie geh\u00f6ren, z. B. Metalle oder verarbeitete Waren.\n\nGibt es dynamische Preis\u00e4nderungen bei Rohstoffen?\nDie Rohstoffpreise werden sich in 3.18 nicht \u00e4ndern. Das liegt vor allem daran, dass wir das Ganze wiederholen m\u00fcssten, sobald wir das manuelle Be- und Entladen in den Kreislauf einbauen. Das Be- und Entladen wird den gesamten Rohstoffhandelskreislauf dramatisch ver\u00e4ndern.\n\nSind mit dem Refactor noch gr\u00f6\u00dfere Frachtcontainer wie die auf dem Flo\u00df geplant? Warum nur 1 SCU? Warum nicht 10 SCU-Boxen f\u00fcr weniger Einheiten?\nGr\u00f6\u00dfere als 1 SCU-Container sind immer noch geplant, aber im Moment wird alles noch als 1 SCU-Frachtcontainer gekauft und verkauft.\n\nGibt es in 3.18 neue Waren?\nDie einzige neue Ware, an die ich denken kann, ist RMC, die man beim Verschrotten des Schiffsrumpfes erh\u00e4lt. Diese k\u00f6nnen an Rohstoffkiosken verkauft werden.\n\nWenn es um die \u00dcberarbeitung der Fracht und die Piraterie geht, was habt ihr euch \u00fcberlegt, um das Entern von Spielern mit dieser Funktion zu f\u00f6rdern?\nNun, wir haben das in der ISC angedeutet und es war nicht sehr klar. Mit 3.18 f\u00fchren wir das Konzept des Soft Death ein. Es besteht eine 70%ige Chance, dass ein Fahrzeug mit intaktem Innenraum und intakter Ladung stirbt, wenn es im Kampf stirbt. Explosive Tode oder Tode durch Spielregeln (z. B. in der N\u00e4he einer Barriere oder beim Ber\u00fchren von Wasser) f\u00fchren nicht zu einem Soft Death.\n\nDas bedeutet, dass du und deine Mannschaft in 70 % der F\u00e4lle noch am Leben sind und die Ladung noch am Schiff befestigt ist, wenn ein Kampftod eintritt (das Schiff erreicht im Kampf 0 Lebenspunkte). In den 30 % der F\u00e4lle, in denen das nicht passiert, explodiert dein Schiff und die Ladung wird herausgeschleudert. 0-90 % der Ladung bleiben dann \u00fcbrig, wobei im Durchschnitt 45 % der Ladung \u00fcberleben.\n\nMuss ich die Kisten ordentlich und quadratisch stapeln, um sie richtig zu registrieren?\nContainer werden an das Raster angeh\u00e4ngt, wenn sie im Schiff platziert werden. Alles, was sich im Schiff befindet oder am Gitter befestigt ist, kann am Warenkiosk verkauft werden.\n\nDer Kauf von Fracht funktioniert genau wie jetzt. Du kaufst an einem Kiosk; die Fracht wird automatisch in das Schiff geladen und an das Netz angeschlossen. Sobald du dich au\u00dferhalb einer Waffenstillstandszone befindest, kannst du das Schiff frei bewegen und es mit einem Traktorstrahl an das Netz binden, wie du willst.\n\nBeispiel: Ein Entermesser. Ich kaufe 46 SCU an Waren, damit es voll ist. Auf meinem Weg finde ich ein Wrack und berge 10 Kisten mit 1 SCU, die ich ebenfalls in meinem Schiff deponiere. Wenn ich am TDD ankomme, um zu verkaufen, w\u00fcrde ich dann 46 oder 56 SCU sehen?\nEs wird schwer sein, sie passend zu machen, aber sicher. Das Frachtnetz hat eine maximale Kapazit\u00e4t. Alles andere wird als \"Lose Gegenst\u00e4nde\" betrachtet, und wenn sie sich auf dem Schiff befinden, kannst du sie verkaufen. Das ist nicht zu verwechseln mit den \"FPS\"-Gegenst\u00e4nden wie Waffen, Munition, Ausr\u00fcstungsgegenst\u00e4nde, R\u00fcstungen usw. Diese befinden sich technisch gesehen in einem dritten Inventar in deinem Schiff, aber ich habe auch daf\u00fcr einen Plan.\n\nWerden die externen Frachtkapseln der Prospector, MOLE und RAFT abnehmbar und austauschbar sein? Wenn nicht, was passiert mit dem abgebauten Erz und der Fracht an Bord dieser Schiffe, wenn sie zerst\u00f6rt werden?\nJakeAcappella-CIG: Wir haben das mit mehreren Teams herausgefunden! Derzeit funktionieren alle diese Schiffe \u00e4hnlich wie jetzt, sobald 3.18 online geht. Ressourcenkapseln wie Satteltaschen oder Treibstoffkapseln werden in dieser Version nicht abnehmbar sein, da weitere Arbeiten an den Fahrzeugtraktorstrahlen erforderlich sind.\n\nExterne Ladung wie die H\u00fcllenserie und das RAFT werden sich bei der Zerst\u00f6rung des Fahrzeugs abl\u00f6sen, wie in der ISC-Episode beschrieben.","zh_CN":"Cargo Refactor AMA Recap\nWe hosted an open submission live Q&A on Spectrum to cover all things Cargo Refactor and upcoming features to enhance the cargo hauling career further. These questions and answers were collected from the Spectrum AMA on November 8, 2022.\n\nBefore you leap into the Q&A section below, get caught up on all things Cargo by checking out this video!\n\nThis time, we welcomed a guest from the USPU Team:\nGozer-CIG - Dan Griffis, Lead Designer\n\nThis AMA is complete but keep an eye out for upcoming threads for your chance to ask us anything!\n\nWill cargo loading timers be part of 3.18?\nAt the moment nothing changes with loading and unloading. This is handled automatically as it has been in the past. Once Manual loading and unloading becomes a reality, you will have the option to choose between the two. If you choose to have the location do the loading and unloading there will be a cost and a time when your ship is unavailable while the process completes, much like the current refinery gameplay.\n\nIn the ISC Cargo Missions were mentioned, can you go into any detail on what these missions will be like and how they will work. In my mind and hopes they will be something along the lines of this post.\n(https:\/\/robertsspaceindustries.com\/spectrum\/community\/SC\/forum\/61894\/thread\/mission-type-cargo-contract)\n\nAfter 3.18 we want to separate Commodity Trading from Cargo Hauling. Commodity Trading will be high risk \/ high reward. If you invest a large amount of your money you will also have to manage the cost of loading and unloading as well as protection. On the other hand, Cargo Hauling is just moving things for NPCs from point A to B, and you are not tied to it financially.\n\nThe first step here is we will be adding cargo hauling missions that extend the current box delivery missions once you can manually load and unload your own cargo. They will start small and get larger, and the only thing the players are risking is reputation.\n\nWill cargo containers stolen by pirates be recognized by buyers as being stolen? If so, then what happens if I willingly transfer my cargo to another player to sell for me?\nWhen a player purchases commodities those are owned by the player that purchases them. Anyone else trying to sell them will have to use a \"No Questions Asked\" terminal and they will not receive full price for anything that they are trying to sell. Even if I give a cargo container to a friend, they would have to sell it at an NQA terminal and they would not get full price for the commodity. GrimHex for example would be a location I could fence my stolen goods.\n\nI would love to be able to buy 1 or 2 SCU boxes to be able to put whatever we want in them. Would make org events easier, could buy all the armor for ground battles, extra weapons and ammo, etc.\nI want you to be able to do that as well rather than having to blow up your ship and create them yourself. On top of that, I want you to be able to carry those around, loot bunkers, fill them up, and then snap them to the grid once you are back at your ship. I also want you to be able to do all this and then go back to a station and go sell all of this without having to transfer it all to that station's local inventory in order to do so.\n\nThat said it probably won't make it into 3.18. At some point however it will be a thing! This is where I use the dreaded \"Soon\".\n\nWill cargo boxes have any kind of signatures to be picked up by vehicles pings?\nCargo containers can be scanned, and AR markers will be present if they survive the explosion. We have also added colored tints to the containers so you can at least identify what category they belong to, such as Metals or Processed Goods.\n\nAre we getting any dynamic pricing changes to commodities?\nCommodity prices will not change for 3.18. Mainly because if we did it now we would have to do it all over again as soon as we add manual loading and unloading to the loop. Loading and unloading will dramatically change the whole commodity trading loop.\n\nAre larger cargo containers still planned with the refactor like the ones on the raft? Why just 1 SCU? Why not 10 SCU boxes for fewer entities?\nLarger than 1 SCU containers are still planned, but at the moment everything is still bought and sold as 1 SCU cargo containers.\n\nAny new commodities coming in 3.18?\nThe only new addition that I can think of is RMC which is what you get from hull scraping. These can be sold at commodity kiosks.\n\nWhen it comes to cargo refactor and piracy, what have you thought of to encourage player-to-player boarding actions with this feature?\nWell, so we hinted about this in the ISC and it wasn't very clear. With 3.18 we are introducing the concept of Soft Death. There is a 70% chance a vehicle will die with its interior and cargo intact from combat deaths. Explosive deaths or deaths by game rules ( near a barrier or touching water, for example ) won't trigger a soft death.\n\nWhat this means, 70% of the time you and your crew are still alive, and the cargo is still attached to the ship when a combat death occurs (ship reaches 0 health in combat). The 30 % of the time that this doesn't happen your ship explodes and cargo is pushed out and then 0-90 % of that cargo remains, with the average of that being 45 % of cargo surviving.\n\nDo I need to neatly stack boxes all square in order to register them correctly?\nContainers are snapped to the grid when they are placed in the ship. Anything in the ship or attached to the grid will be able to sell at the commodity kiosk.\n\nBuying cargo works just like it does now. You purchase from a kiosk; that cargo is loaded into the ship automatically and attached to the grid. Once outside of an Armistice Zone you are free to move it around and snap it to the grid with a tractor beam however you want.\n\nExample: A cutlass. I buy 46 SCU of goods so it's full. On my way, I find a wreck and recover 10 boxes of 1 SCU which I also deposit in my ship. On arrival at the TDD to sell, would I see 46 or 56 SCU?\nYou would have a hard time making it fit, but sure. The cargo grid has a max capacity. Anything else is considered \"Loose Items\" and if they are on the ship you can sell them. This is not to be confused with the \"FPS\" items though such as guns, ammunition, stims, armor, etc. Those are technically in a third inventory in your ship although I have a plan for that stuff as well.\n\nAre the external cargo pods of the Prospector, MOLE, and RAFT going to be detachable and replaceable? If not, what happens to the mined ore and cargo aboard these ships if they are destroyed?\nJakeAcappella-CIG: Tracked this down with several teams! Currently, all of these ships will function similarly to how they do now once 3.18 comes online. Resource pods such as saddle bags or fuel pods won't be detachable in this release, as further work on Vehicle Tractor beams is required.\n\nRegarding external cargo, such as the Hull series and RAFT, these will detach upon vehicle destruction, as outlined in the ISC episode.\n\nInside Star Citizen: The Cargo Show"},"links_count":1,"comment_count":0,"created_at":"2022-11-09T00:00:00+00:00","created_at_human":"3 years ago"},"meta":{"processed_at":"2026-05-07 19:18:16","valid_relations":["images","links"],"prev_id":18982,"next_id":18987}}