[08:44] <ccp_larrikin> @jezza_mcwaffle: yeah its something we're going to look at
[09:09] <xttz> @ccp_larrikin:
[09:09] <xttz> I know this won't make initial release, but for a later update can we review the very restrictive cargo limitations on the ships inside capital Ship Maintenance Bays?
[09:09] <xttz> The "only ammo / charges in cargo" rule was originally added to stop carriers being used as long-range haulers importing compressed minerals, but all the benefits of this have since been eroded:
[09:09] <xttz> * JFs have become the de facto standard for this task
[09:09] <xttz> * Carrier + Rorqual jump range is under half of what it was
[09:09] <xttz> * Fatigue affects non-logistics capitals very heavily
[09:09] <xttz> * 100% effective reprocessing is long gone
[09:09] <xttz> In the current game it's very common for subcaps to carry ice products in cargo (cynos, entosis links), drugs, as well as alternative fits. If you're using capital SMAs regularly it's an unpleasant chore to empty the right cargo items from multiple ships, then reassemble it all correctly at the destination. It's a process prone to user error and repetition.
[09:09] <xttz> If this restriction can be relaxed it would be a huge quality of life improvement for anyone living out of capital ships, especially anyone wanting to make the most of the new SMA options coming from Citadel.
[09:15] <titus.tallang> that's going to turn capitals into ghetto jump freighters though
[09:15] <titus.tallang> shove the smb full of cargo expanded industrials
[09:16] <xttz> why would you do that with 5ly range and massive fatigue compared to a JF?
[09:17] <xttz> and the main function before was importing ship modules to melt down into trit, that's no longer effective either
[09:18] <titus.tallang> price
[09:18] <titus.tallang> jfs are pretty expensive solo
[09:26] <xttz> So a carrier pilot would need to:
[09:26] <xttz> Find a safe method to collect the items from highsec
[09:26] <xttz> Pack individual haulers one at a time
[09:26] <xttz> Do twice as many jumps and cynos with 10x the fatigue
[09:26] <xttz> Repeat the whole process to return
[09:26] <xttz> if anyone is that determined, fair play to them
[09:27] <xttz> It's like worrying about frigates fitting oversized modules when in practice they're gimping their entire fit to do it
[09:27] <titus.tallang> i am just pointing it out
[09:28] <titus.tallang> not making any judgement about it
[09:28] <xttz> Actually a simpler solution would be to simply check if the cargo of a ship being placed in an SMA is overloaded
[09:28] <xttz> as when you're not piloting it skills + modules don't apply
[09:28] <xttz> haulers would only carry their base value
[09:29] <xttz> Combat ships could still carry ozone, stront, drugs or things like alternative ECM
[09:30] <titus.tallang> mods still apply
[09:30] <titus.tallang> i would assume
[09:31] <titus.tallang> just no skill bonuses
[09:34] <xttz> just tested on a prorator, it dropped from 13k to 2.9k cargo when I boarded another ship
[09:36] <titus.tallang> measured how?
[09:39] <xttz> hmm?
[09:40] <titus.tallang> how do you know it has 2.9
[09:40] <titus.tallang> if you aren't sitting in it
[09:40] <xttz> clicked on it in ship inventory window
[09:40] <titus.tallang> show info shows base stats when you aren't in the ship
[09:40] <xttz> to see inside cargo
[09:41] <titus.tallang> oh in station
[09:41] <titus.tallang> huh really
[09:41] <titus.tallang> interesting
[09:41] <xttz> if you try to drop something inside a ship you're not in, it will only fill to the max cargo at that moment
[09:41] <xttz> in this case, 2.9k
[10:34] <ccp_larrikin> Its something I've got penciled in to look at after release, atleast relaxing the requirements and allowing LO/Stront/that kinda thing