Storage Facility
sover
germany Join Date: 2016-12-19 Member: 225184Members
Description:
exterior
the room can be similar to the moonpool just closed and no extra legs/pillars
it should be only be connectable from one side (the shorter end)
interior
the room itself should be like an evidence room you see on television
behind glass you see a lot of boxes/storages but you cant enter, you only deal with a console
maybe even robotarms that pretend to pick up items and drop them
functionality
obviously the storage space should be really large so about 20 lockers (so around 960), the cost of that room must be really high for balance purposes
the room should also drain power if you use it
the room should be upgradable, maybe similar to the radar room with chips
(better algorythm (storagex2)
search-engine (instead of the inventory grid you had before you now use a Fabricator like sorting ( Resources->basic materials->Lubricant(16) take1, take5, take10)
link-to-base (Fabricators/Workbenches..etc not only check players inventory but also base inventory now),
warp-technology (as planned) linking multiple base-inventories
also if you build another storage facility ontop or below only the already linked (only one should be able to be linked) will work (the storage space of course would increase, also the energy consumtion)
now the reasons why / lore-friendly
the aurora is a mining ship meaning it was built to deal with huge amounts of materials and not like the player does it, one by one titatium via hand
so it only makes sense that the technology is somewhere on the aurora for automatic large scale storaging
also it gets annoying in the "endgame" to run through your base and check all lockers to find the right locker with the right material (and yes I use signs but sometimes I have like 3-5 lockers filled with just titanium... that takes space)
I bet there are already similar ideas on this, I didnt search for it- because I just wanted to give my draft of storage (first just a huge locker, then automated, then integrated, then global)
exterior
the room can be similar to the moonpool just closed and no extra legs/pillars
it should be only be connectable from one side (the shorter end)
interior
the room itself should be like an evidence room you see on television
behind glass you see a lot of boxes/storages but you cant enter, you only deal with a console
maybe even robotarms that pretend to pick up items and drop them
functionality
obviously the storage space should be really large so about 20 lockers (so around 960), the cost of that room must be really high for balance purposes
the room should also drain power if you use it
the room should be upgradable, maybe similar to the radar room with chips
(better algorythm (storagex2)
search-engine (instead of the inventory grid you had before you now use a Fabricator like sorting ( Resources->basic materials->Lubricant(16) take1, take5, take10)
link-to-base (Fabricators/Workbenches..etc not only check players inventory but also base inventory now),
warp-technology (as planned) linking multiple base-inventories
also if you build another storage facility ontop or below only the already linked (only one should be able to be linked) will work (the storage space of course would increase, also the energy consumtion)
now the reasons why / lore-friendly
the aurora is a mining ship meaning it was built to deal with huge amounts of materials and not like the player does it, one by one titatium via hand
so it only makes sense that the technology is somewhere on the aurora for automatic large scale storaging
also it gets annoying in the "endgame" to run through your base and check all lockers to find the right locker with the right material (and yes I use signs but sometimes I have like 3-5 lockers filled with just titanium... that takes space)
I bet there are already similar ideas on this, I didnt search for it- because I just wanted to give my draft of storage (first just a huge locker, then automated, then integrated, then global)
Comments
so cooked food wont spoil
so "dead" food wont spoil (the lockers keeping fish alive doesn't make much sense)
but the automated huge storage room is more important to me than that freezer upgrade haha - really hope they consider it
Also, some way to move large amounts of resources a very short distance. There is too much back and fourth right now from vehicle to base or base to base.
A special craft with a shipping container attachment would probably work pretty well so long as we could pipe items directly from the container into the base without having to inventory them to the player, and then moving them.
I REALLY like that IDEA!!!
But don't know how "hard" it is to implement (bc of the functions)
if the player really masters teleportation later, also with the teleportation upgrade I described before then maybe crafting a endless bag kinda item
it runs on batteries and teleports all collected stuff back to your base
one way of course