Cargo Refactor AMA Recap
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Cargo Refactor AMA Recap
We 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.
Before you leap into the Q&A section below, get caught up on all things Cargo by checking out this video!
This time, we welcomed a guest from the USPU Team:
Gozer-CIG - Dan Griffis, Lead Designer
This AMA is complete but keep an eye out for upcoming threads for your chance to ask us anything!
Will cargo loading timers be part of 3.18?
At 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.
In 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.
(https://robertsspaceindustries.com/spectrum/community/SC/forum/61894/thread/mission-type-cargo-contract)
After 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.
The 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.
Will 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?
When 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.
I 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.
I 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.
That 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".
Will cargo boxes have any kind of signatures to be picked up by vehicles pings?
Cargo 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.
Are we getting any dynamic pricing changes to commodities?
Commodity 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.
Are 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?
Larger than 1 SCU containers are still planned, but at the moment everything is still bought and sold as 1 SCU cargo containers.
Any new commodities coming in 3.18?
The 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.
When it comes to cargo refactor and piracy, what have you thought of to encourage player-to-player boarding actions with this feature?
Well, 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.
What 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.
Do I need to neatly stack boxes all square in order to register them correctly?
Containers 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.
Buying 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.
Example: 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?
You 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.
Are 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?
JakeAcappella-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.
Regarding external cargo, such as the Hull series and RAFT, these will detach upon vehicle destruction, as outlined in the ISC episode.
Inside Star Citizen: The Cargo Show
We 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.
Before you leap into the Q&A section below, get caught up on all things Cargo by checking out this video!
This time, we welcomed a guest from the USPU Team:
Gozer-CIG - Dan Griffis, Lead Designer
This AMA is complete but keep an eye out for upcoming threads for your chance to ask us anything!
Will cargo loading timers be part of 3.18?
At 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.
In 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.
(https://robertsspaceindustries.com/spectrum/community/SC/forum/61894/thread/mission-type-cargo-contract)
After 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.
The 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.
Will 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?
When 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.
I 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.
I 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.
That 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".
Will cargo boxes have any kind of signatures to be picked up by vehicles pings?
Cargo 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.
Are we getting any dynamic pricing changes to commodities?
Commodity 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.
Are 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?
Larger than 1 SCU containers are still planned, but at the moment everything is still bought and sold as 1 SCU cargo containers.
Any new commodities coming in 3.18?
The 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.
When it comes to cargo refactor and piracy, what have you thought of to encourage player-to-player boarding actions with this feature?
Well, 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.
What 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.
Do I need to neatly stack boxes all square in order to register them correctly?
Containers 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.
Buying 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.
Example: 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?
You 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.
Are 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?
JakeAcappella-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.
Regarding external cargo, such as the Hull series and RAFT, these will detach upon vehicle destruction, as outlined in the ISC episode.
Inside Star Citizen: The Cargo Show
German
Cargo Refactor AMA Recap
Wir haben eine offene Frage-Antwort-Runde auf Spectrum veranstaltet, um alles über 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.
Bevor du dich in die Fragen und Antworten stürzt, kannst du dich in diesem Video über alles rund um Cargo informieren!
Dieses Mal haben wir einen Gast aus dem USPU-Team begrüßt:
Gozer-CIG - Dan Griffis, Lead Designer
Dieses AMA ist abgeschlossen, aber behalte die kommenden Threads im Auge, in denen du uns alles fragen kannst!
Wird es in 3.18 einen Timer für die Ladung geben?
Im Moment ändert 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 Realität wird, wirst du die Möglichkeit haben, zwischen den beiden Optionen zu wählen. Wenn du dich dafür entscheidest, dass der Standort das Be- und Entladen durchführt, fallen Kosten an und dein Schiff ist für die Dauer des Vorgangs nicht verfügbar, ähnlich wie bei der aktuellen Raffinerie.
Im ISC wurden Frachtmissionen erwähnt. Kannst du genauer erklären, wie diese Missionen aussehen werden und wie sie funktionieren? Ich denke und hoffe, dass sie in etwa so aussehen werden wie dieser Beitrag.
(https://robertsspaceindustries.com/spectrum/community/SC/forum/61894/thread/mission-type-cargo-contract)
Nach 3.18 wollen wir den Rohstoffhandel vom Frachttransport trennen. Der Rohstoffhandel wird ein hohes Risiko / eine hohe Belohnung sein. Wenn du einen großen Teil deines Geldes investierst, musst du dich auch um die Kosten für das Be- und Entladen und den Schutz kümmern. Beim Gütertransport hingegen geht es nur darum, Dinge für NSCs von A nach B zu bringen, und du bist finanziell nicht daran gebunden.
In einem ersten Schritt werden wir Frachttransportmissionen hinzufügen, die die aktuellen Kistenlieferungsmissionen erweitern, sobald du deine eigene Fracht manuell auf- und abladen kannst. Sie werden klein anfangen und größer werden, und das Einzige, was die Spieler/innen dabei riskieren, ist ihr Ruf.
Werden von Piraten gestohlene Frachtcontainer von Käufern als gestohlen erkannt? Wenn ja, was passiert dann, wenn ich meine Fracht freiwillig an einen anderen Spieler übergebe, damit er sie für mich verkauft?
Wenn ein Spieler Waren kauft, gehören diese dem Spieler, der sie gekauft hat. Jeder andere, der sie verkaufen will, muss einen "No Questions Asked"-Terminal benutzen und erhält nicht den vollen Preis für alles, was er zu verkaufen versucht. Selbst wenn ich einem Freund einen Frachtcontainer gebe, müsste er ihn an einem NQA-Terminal verkaufen und würde nicht den vollen Preis für die Ware erhalten. GrimHex wäre zum Beispiel ein Ort, an dem ich meine gestohlenen Waren verkaufen könnte.
Ich würde gerne 1 oder 2 SCU-Kisten kaufen können, um darin zu verstauen, was wir wollen. Das würde Org-Events einfacher machen, man könnte alle Rüstungen für Bodenkämpfe kaufen, zusätzliche Waffen und Munition usw.
Ich möchte, dass du das auch kannst, anstatt dein Schiff in die Luft zu jagen und sie selbst herzustellen. Außerdem sollst du sie mit dir herumtragen, Bunker plündern, sie auffüllen und sie dann an das Netz anschließen können, wenn du wieder auf deinem Schiff bist. Außerdem möchte ich, dass du all das tun und dann zu einer Station zurückkehren kannst, um all das zu verkaufen, ohne dass du alles in das lokale Inventar der Station übertragen musst, um das zu tun.
Das heißt, es wird wahrscheinlich nicht in 3.18 kommen. Irgendwann wird es aber eine Sache sein! An dieser Stelle verwende ich das gefürchtete "Bald".
Werden Frachtkisten irgendwelche Signaturen haben, die von Fahrzeugen gepingt werden können?
Frachtcontainer können gescannt werden, und AR-Markierungen werden vorhanden sein, wenn sie die Explosion überleben. Wir haben den Containern auch farbige Markierungen hinzugefügt, damit du zumindest erkennen kannst, zu welcher Kategorie sie gehören, z. B. Metalle oder verarbeitete Waren.
Gibt es dynamische Preisänderungen bei Rohstoffen?
Die Rohstoffpreise werden sich in 3.18 nicht ändern. Das liegt vor allem daran, dass wir das Ganze wiederholen müssten, sobald wir das manuelle Be- und Entladen in den Kreislauf einbauen. Das Be- und Entladen wird den gesamten Rohstoffhandelskreislauf dramatisch verändern.
Sind mit dem Refactor noch größere Frachtcontainer wie die auf dem Floß geplant? Warum nur 1 SCU? Warum nicht 10 SCU-Boxen für weniger Einheiten?
Größere als 1 SCU-Container sind immer noch geplant, aber im Moment wird alles noch als 1 SCU-Frachtcontainer gekauft und verkauft.
Gibt es in 3.18 neue Waren?
Die einzige neue Ware, an die ich denken kann, ist RMC, die man beim Verschrotten des Schiffsrumpfes erhält. Diese können an Rohstoffkiosken verkauft werden.
Wenn es um die Überarbeitung der Fracht und die Piraterie geht, was habt ihr euch überlegt, um das Entern von Spielern mit dieser Funktion zu fördern?
Nun, wir haben das in der ISC angedeutet und es war nicht sehr klar. Mit 3.18 führen 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 Nähe einer Barriere oder beim Berühren von Wasser) führen nicht zu einem Soft Death.
Das bedeutet, dass du und deine Mannschaft in 70 % der Fälle 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 Fälle, in denen das nicht passiert, explodiert dein Schiff und die Ladung wird herausgeschleudert. 0-90 % der Ladung bleiben dann übrig, wobei im Durchschnitt 45 % der Ladung überleben.
Muss ich die Kisten ordentlich und quadratisch stapeln, um sie richtig zu registrieren?
Container werden an das Raster angehängt, wenn sie im Schiff platziert werden. Alles, was sich im Schiff befindet oder am Gitter befestigt ist, kann am Warenkiosk verkauft werden.
Der 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 außerhalb einer Waffenstillstandszone befindest, kannst du das Schiff frei bewegen und es mit einem Traktorstrahl an das Netz binden, wie du willst.
Beispiel: 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, würde ich dann 46 oder 56 SCU sehen?
Es wird schwer sein, sie passend zu machen, aber sicher. Das Frachtnetz hat eine maximale Kapazität. Alles andere wird als "Lose Gegenstände" betrachtet, und wenn sie sich auf dem Schiff befinden, kannst du sie verkaufen. Das ist nicht zu verwechseln mit den "FPS"-Gegenständen wie Waffen, Munition, Ausrüstungsgegenstände, Rüstungen usw. Diese befinden sich technisch gesehen in einem dritten Inventar in deinem Schiff, aber ich habe auch dafür einen Plan.
Werden 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 zerstört werden?
JakeAcappella-CIG: Wir haben das mit mehreren Teams herausgefunden! Derzeit funktionieren alle diese Schiffe ähnlich 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.
Externe Ladung wie die Hüllenserie und das RAFT werden sich bei der Zerstörung des Fahrzeugs ablösen, wie in der ISC-Episode beschrieben.
Wir haben eine offene Frage-Antwort-Runde auf Spectrum veranstaltet, um alles über 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.
Bevor du dich in die Fragen und Antworten stürzt, kannst du dich in diesem Video über alles rund um Cargo informieren!
Dieses Mal haben wir einen Gast aus dem USPU-Team begrüßt:
Gozer-CIG - Dan Griffis, Lead Designer
Dieses AMA ist abgeschlossen, aber behalte die kommenden Threads im Auge, in denen du uns alles fragen kannst!
Wird es in 3.18 einen Timer für die Ladung geben?
Im Moment ändert 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 Realität wird, wirst du die Möglichkeit haben, zwischen den beiden Optionen zu wählen. Wenn du dich dafür entscheidest, dass der Standort das Be- und Entladen durchführt, fallen Kosten an und dein Schiff ist für die Dauer des Vorgangs nicht verfügbar, ähnlich wie bei der aktuellen Raffinerie.
Im ISC wurden Frachtmissionen erwähnt. Kannst du genauer erklären, wie diese Missionen aussehen werden und wie sie funktionieren? Ich denke und hoffe, dass sie in etwa so aussehen werden wie dieser Beitrag.
(https://robertsspaceindustries.com/spectrum/community/SC/forum/61894/thread/mission-type-cargo-contract)
Nach 3.18 wollen wir den Rohstoffhandel vom Frachttransport trennen. Der Rohstoffhandel wird ein hohes Risiko / eine hohe Belohnung sein. Wenn du einen großen Teil deines Geldes investierst, musst du dich auch um die Kosten für das Be- und Entladen und den Schutz kümmern. Beim Gütertransport hingegen geht es nur darum, Dinge für NSCs von A nach B zu bringen, und du bist finanziell nicht daran gebunden.
In einem ersten Schritt werden wir Frachttransportmissionen hinzufügen, die die aktuellen Kistenlieferungsmissionen erweitern, sobald du deine eigene Fracht manuell auf- und abladen kannst. Sie werden klein anfangen und größer werden, und das Einzige, was die Spieler/innen dabei riskieren, ist ihr Ruf.
Werden von Piraten gestohlene Frachtcontainer von Käufern als gestohlen erkannt? Wenn ja, was passiert dann, wenn ich meine Fracht freiwillig an einen anderen Spieler übergebe, damit er sie für mich verkauft?
Wenn ein Spieler Waren kauft, gehören diese dem Spieler, der sie gekauft hat. Jeder andere, der sie verkaufen will, muss einen "No Questions Asked"-Terminal benutzen und erhält nicht den vollen Preis für alles, was er zu verkaufen versucht. Selbst wenn ich einem Freund einen Frachtcontainer gebe, müsste er ihn an einem NQA-Terminal verkaufen und würde nicht den vollen Preis für die Ware erhalten. GrimHex wäre zum Beispiel ein Ort, an dem ich meine gestohlenen Waren verkaufen könnte.
Ich würde gerne 1 oder 2 SCU-Kisten kaufen können, um darin zu verstauen, was wir wollen. Das würde Org-Events einfacher machen, man könnte alle Rüstungen für Bodenkämpfe kaufen, zusätzliche Waffen und Munition usw.
Ich möchte, dass du das auch kannst, anstatt dein Schiff in die Luft zu jagen und sie selbst herzustellen. Außerdem sollst du sie mit dir herumtragen, Bunker plündern, sie auffüllen und sie dann an das Netz anschließen können, wenn du wieder auf deinem Schiff bist. Außerdem möchte ich, dass du all das tun und dann zu einer Station zurückkehren kannst, um all das zu verkaufen, ohne dass du alles in das lokale Inventar der Station übertragen musst, um das zu tun.
Das heißt, es wird wahrscheinlich nicht in 3.18 kommen. Irgendwann wird es aber eine Sache sein! An dieser Stelle verwende ich das gefürchtete "Bald".
Werden Frachtkisten irgendwelche Signaturen haben, die von Fahrzeugen gepingt werden können?
Frachtcontainer können gescannt werden, und AR-Markierungen werden vorhanden sein, wenn sie die Explosion überleben. Wir haben den Containern auch farbige Markierungen hinzugefügt, damit du zumindest erkennen kannst, zu welcher Kategorie sie gehören, z. B. Metalle oder verarbeitete Waren.
Gibt es dynamische Preisänderungen bei Rohstoffen?
Die Rohstoffpreise werden sich in 3.18 nicht ändern. Das liegt vor allem daran, dass wir das Ganze wiederholen müssten, sobald wir das manuelle Be- und Entladen in den Kreislauf einbauen. Das Be- und Entladen wird den gesamten Rohstoffhandelskreislauf dramatisch verändern.
Sind mit dem Refactor noch größere Frachtcontainer wie die auf dem Floß geplant? Warum nur 1 SCU? Warum nicht 10 SCU-Boxen für weniger Einheiten?
Größere als 1 SCU-Container sind immer noch geplant, aber im Moment wird alles noch als 1 SCU-Frachtcontainer gekauft und verkauft.
Gibt es in 3.18 neue Waren?
Die einzige neue Ware, an die ich denken kann, ist RMC, die man beim Verschrotten des Schiffsrumpfes erhält. Diese können an Rohstoffkiosken verkauft werden.
Wenn es um die Überarbeitung der Fracht und die Piraterie geht, was habt ihr euch überlegt, um das Entern von Spielern mit dieser Funktion zu fördern?
Nun, wir haben das in der ISC angedeutet und es war nicht sehr klar. Mit 3.18 führen 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 Nähe einer Barriere oder beim Berühren von Wasser) führen nicht zu einem Soft Death.
Das bedeutet, dass du und deine Mannschaft in 70 % der Fälle 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 Fälle, in denen das nicht passiert, explodiert dein Schiff und die Ladung wird herausgeschleudert. 0-90 % der Ladung bleiben dann übrig, wobei im Durchschnitt 45 % der Ladung überleben.
Muss ich die Kisten ordentlich und quadratisch stapeln, um sie richtig zu registrieren?
Container werden an das Raster angehängt, wenn sie im Schiff platziert werden. Alles, was sich im Schiff befindet oder am Gitter befestigt ist, kann am Warenkiosk verkauft werden.
Der 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 außerhalb einer Waffenstillstandszone befindest, kannst du das Schiff frei bewegen und es mit einem Traktorstrahl an das Netz binden, wie du willst.
Beispiel: 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, würde ich dann 46 oder 56 SCU sehen?
Es wird schwer sein, sie passend zu machen, aber sicher. Das Frachtnetz hat eine maximale Kapazität. Alles andere wird als "Lose Gegenstände" betrachtet, und wenn sie sich auf dem Schiff befinden, kannst du sie verkaufen. Das ist nicht zu verwechseln mit den "FPS"-Gegenständen wie Waffen, Munition, Ausrüstungsgegenstände, Rüstungen usw. Diese befinden sich technisch gesehen in einem dritten Inventar in deinem Schiff, aber ich habe auch dafür einen Plan.
Werden 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 zerstört werden?
JakeAcappella-CIG: Wir haben das mit mehreren Teams herausgefunden! Derzeit funktionieren alle diese Schiffe ähnlich 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.
Externe Ladung wie die Hüllenserie und das RAFT werden sich bei der Zerstörung des Fahrzeugs ablösen, wie in der ISC-Episode beschrieben.
Chinese
Cargo Refactor AMA Recap
We 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.
Before you leap into the Q&A section below, get caught up on all things Cargo by checking out this video!
This time, we welcomed a guest from the USPU Team:
Gozer-CIG - Dan Griffis, Lead Designer
This AMA is complete but keep an eye out for upcoming threads for your chance to ask us anything!
Will cargo loading timers be part of 3.18?
At 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.
In 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.
(https://robertsspaceindustries.com/spectrum/community/SC/forum/61894/thread/mission-type-cargo-contract)
After 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.
The 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.
Will 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?
When 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.
I 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.
I 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.
That 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".
Will cargo boxes have any kind of signatures to be picked up by vehicles pings?
Cargo 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.
Are we getting any dynamic pricing changes to commodities?
Commodity 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.
Are 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?
Larger than 1 SCU containers are still planned, but at the moment everything is still bought and sold as 1 SCU cargo containers.
Any new commodities coming in 3.18?
The 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.
When it comes to cargo refactor and piracy, what have you thought of to encourage player-to-player boarding actions with this feature?
Well, 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.
What 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.
Do I need to neatly stack boxes all square in order to register them correctly?
Containers 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.
Buying 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.
Example: 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?
You 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.
Are 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?
JakeAcappella-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.
Regarding external cargo, such as the Hull series and RAFT, these will detach upon vehicle destruction, as outlined in the ISC episode.
Inside Star Citizen: The Cargo Show
We 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.
Before you leap into the Q&A section below, get caught up on all things Cargo by checking out this video!
This time, we welcomed a guest from the USPU Team:
Gozer-CIG - Dan Griffis, Lead Designer
This AMA is complete but keep an eye out for upcoming threads for your chance to ask us anything!
Will cargo loading timers be part of 3.18?
At 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.
In 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.
(https://robertsspaceindustries.com/spectrum/community/SC/forum/61894/thread/mission-type-cargo-contract)
After 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.
The 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.
Will 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?
When 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.
I 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.
I 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.
That 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".
Will cargo boxes have any kind of signatures to be picked up by vehicles pings?
Cargo 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.
Are we getting any dynamic pricing changes to commodities?
Commodity 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.
Are 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?
Larger than 1 SCU containers are still planned, but at the moment everything is still bought and sold as 1 SCU cargo containers.
Any new commodities coming in 3.18?
The 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.
When it comes to cargo refactor and piracy, what have you thought of to encourage player-to-player boarding actions with this feature?
Well, 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.
What 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.
Do I need to neatly stack boxes all square in order to register them correctly?
Containers 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.
Buying 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.
Example: 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?
You 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.
Are 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?
JakeAcappella-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.
Regarding external cargo, such as the Hull series and RAFT, these will detach upon vehicle destruction, as outlined in the ISC episode.
Inside Star Citizen: The Cargo Show
Links
| Text | URL |
|---|---|
| iframe | https://www.youtube-nocookie.com/embed/pSsWaTw4n8s?enablejsapi=1 |
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- 3 years ago (2022-11-09T00:00:00+00:00)