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Player Features and Ideas Discussion

 
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Unpackaging - a waste of click and inventory space. Remove it.

Author
Stetson Eagle
Paird Technology
#1 - 2012-07-10 14:37:17 UTC  |  Edited by: Stetson Eagle
Remove unpackaging (or repackaging, how you want to think of it) from everything and let items have only one real volume.

Ups:

+ Only one stacking mode, less inventory space wasted.

+ There is absolutely no need for unpackaging from a design standpoint. It's only a tedious waste of inventory slots and clicks.

+ For lore purposes, write "unpackaged" volume as a curiousity info only.

+ Ship maintenance bays can be adjusted to house the standard volume ships, whether packaged or not.


Downs:

- People who work in logistics in RL lose their valuable background experience in game.

- Carrying ships and damaged items:
Carrying around ships is a very marginal practise when compared to unpackaging and repackaging. Gameplay wise it should be handled as a marginal thing and hence as an exception - the packaging mechanic doesn't need to be in place for that. Won't take long to figure a good workaround and balance for hauling ships. Damaged items could just be separate from main stacks and labeled damaged.
Shish Tukay
Caldari Provisions
Caldari State
#2 - 2012-07-10 14:54:07 UTC
Thus making it simple to carry around large numbers of rigged, insured ships?
FloppieTheBanjoClown
Arcana Imperii Ltd.
#3 - 2012-07-10 14:54:45 UTC  |  Edited by: FloppieTheBanjoClown
The "packaged" flag in the item primarily determines whether it can be stacked. Most items in the game have the same volume regardless of this state. However, it's necessary:

T2 and faction crystals, both laser and mining, take damage each cycle. Once used, each crystal can't be stacked because it is a unique item with its own health. As soon as you fire a single shot with one of these, it gets "unpackaged" to prevent it from stacking. Modules damaged by overheat or ship destruction are similar, but can be repaired.

*Perhaps* it would be possible to remove the repackaging of modules and allow any with 0 damage to stack. That could apply to crystals as well, I suppose...instead of a dedicated flag for whether it's packaged, determine its "stackability" based on damage alone.

However...

Ships when packaged don't go in ship maintenance arrays. They go in the cargo hold. When you assemble a ship it becomes much larger and can only be carried in SMAs. I can carry a battleship in my orca...packaged. The assembled hull is much larger and won't fit at all.

edit:

A freighter can move quite a lot of ships, but not when they're assembled and rigged. That's by design. I don't think you've thought this through at all.

Founding member of the Belligerent Undesirables movement.

Stetson Eagle
Paird Technology
#4 - 2012-07-10 17:28:46 UTC
Carrying around ships is a very marginal practise when compared to unpackaging and repackaging. Gameplay wise it should be handled as a marginal thing and hence as an exception - the packaging mechanic doesn't need to be in place for that. Won't take long to figure a good workaround and balance for hauling ships.

Damaged items could just be separate from main stacks and labeled damaged.

Stetson Eagle
Paird Technology
#5 - 2012-07-10 17:31:25 UTC  |  Edited by: Stetson Eagle
Carrying around large numbers of rigged and insured ships is not a bad thing, is it? It makes the game less tedious. It would boost some marginal game mechanics and allow access to new mechanics.

E.g: nullsec logistics when deploying. Have your alliance deploy in ships and bring backup ships in JF's and carriers.

Pro:
Added risk in freight ships of getting ganked with insured and rigged ships in the bay.
Improved nullsec deployments and logistics generates more action and more explosions.

Con:
Suicide ganking gets buffed in two ways. Not sure if bad.
FloppieTheBanjoClown
Arcana Imperii Ltd.
#6 - 2012-07-10 19:56:46 UTC
Most people (that I've seen) agree that nullsec force projection needs anything BUT another buff. Logistics are SUPPOSED to be challenging. That's part of what keeps New Eden big and diverse.

If you think the ability to haul around large quantities of rigged ships is "marginal" then there are large parts of this game you haven't played. Suddenly a pair of carriers can arrive in a wormhole packing a substantial fleet of battleships instead of just four. Wormhole defense becomes a LOT more difficult when a formidable offensive fleet complete with carriers and a dreadnaught can arrive through a single hole. And you want a poor man's titan bridge? a Blops bridge into a system followed by a regular cyno to bring in carriers packed with heavier ships. 10 carriers could bring hundreds of battleships instead of 20.

As I said, you haven't thought this through.

Founding member of the Belligerent Undesirables movement.

Morwen Lagann
Tyrathlion Interstellar
#7 - 2012-07-10 20:35:54 UTC
FloppieTheBanjoClown wrote:
edit:

A freighter can move quite a lot of ships, but not when they're assembled and rigged. That's by design. I don't think you've thought this through at all.


Actually, if you create a courier contract that contains an assembled ship, it can be placed into a cargo hold like any other item as it is placed within a generic "plastic wrap" courier container.

Morwen Lagann

CEO, Tyrathlion Interstellar

Coordinator, Arataka Research Consortium

Owner, The Golden Masque

Stetson Eagle
Paird Technology
#8 - 2012-07-11 05:55:36 UTC
Packaging and unpackaging is still a completely unnecessary waste of clicks, ship hauling and force projection aside.


Floppie:

+ The poor man's titan bridge would only add to the game, in a good way. It's countered by pvp, and it allows bridging for the lesser alliances. The current issue with force projection is brought up on the forums often, in the context of titans providing that force projection for select good alliances along bridge networks.

+ Arbitrary nullsec logistics are a tedious task that usually ends up done by the most active 20% of the alliance players. Taxing those players more does not improve the game, lessening the logistics needed does. (The other related problem here is providing more for the industrial players in nullsec. Currently nullsec industries are very marginal, and if mechanics were in place to attract generic industrial types to nullsec they could help with logistics as well.)

+- Wormhole defense being an issue is debatable, I'd say it's a good thing that would add more risk and intentive to team up for w-space.


Of course I haven't thought this through, that's CCP's job. And it's a job still to be done.