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Use of Cargo Modues

 
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Use of Cargo Modues - 8/6/2013 5:46:05 PM   
Chris21wen

 

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Is there any point in putting them on any base except for spaceports? I.e. On Resort Bases, Defense Bases etc.
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RE: Use of Cargo Modues - 8/6/2013 6:29:26 PM   
lando005

 

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I believe they are required on general star bases

(in reply to Chris21wen)
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RE: Use of Cargo Modues - 8/6/2013 7:31:14 PM   
Canute0

 

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No Resort bases don't need any cargo hold or Monitor station.
Spaceports over a colony don't need cargo holds either, they share the same cargo with the colony.

(in reply to lando005)
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RE: Use of Cargo Modues - 8/6/2013 11:57:17 PM   
Chris21wen

 

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quote:

ORIGINAL: Canute

No Resort bases don't need any cargo hold or Monitor station.
Spaceports over a colony don't need cargo holds either, they share the same cargo with the colony.



Thanks. As I thought.

(in reply to Canute0)
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RE: Use of Cargo Modues - 8/7/2013 12:21:26 AM   
lando005

 

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I was referring to the general star base not the more purpose driven ones

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RE: Use of Cargo Modues - 8/7/2013 4:07:04 AM   
FerretStyle

 

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Put at least one on everything you plan to retrofit. Extra resources are stored on bases for retrofitting and if you don't have a cargohold I don't think it can retrofit at all.

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RE: Use of Cargo Modues - 8/7/2013 4:51:58 AM   
Icemania


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Agree with FerretStyle. I tend have 2 on every base for retrofitting.

For ports agree with Canute that the bays serve no purpose.

It might be worth someone having a closer look in-game to see how many cargo bays are best for retrofitting bases ... at least for those of us that do a fair bit of upgrading e.g. if you put on more cargo bays are spare resources provided only up to a certain point? Also need to ensure your Construction Ships have enough cargo bays to supply those spare resources. Are more space resources provided if the Construction Ship has more cargo bays etc?


< Message edited by Icemania -- 8/7/2013 8:12:51 AM >

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RE: Use of Cargo Modues - 8/7/2013 6:31:39 AM   
mSterian

 

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quote:

ORIGINAL: Canute

Spaceports over a colony don't need cargo holds either, they share the same cargo with the colony.



Are you sure about this?... Seems like all default spaceport designs have contain numerous cargo holds.
You means they're just needlesly sucking up my income, build time and resources needed to build them?
Should I remove them from all my colony spaceports?

< Message edited by mSterian -- 8/7/2013 6:41:50 AM >

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RE: Use of Cargo Modues - 8/7/2013 7:44:05 AM   
Icemania


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I've just removed cargo bays from my ports mSterian and after some comparison testing I haven't been able to find any evidence of any change in performance of my spaceports. There are some old threads in the forum that say the same.

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RE: Use of Cargo Modues - 8/7/2013 8:03:23 AM   
Chris21wen

 

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quote:

ORIGINAL: FerretStyle

Put at least one on everything you plan to retrofit. Extra resources are stored on bases for retrofitting and if you don't have a cargohold I don't think it can retrofit at all.


Hadn't thought about that. Thanks

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RE: Use of Cargo Modues - 8/7/2013 8:13:43 AM   
Chris21wen

 

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quote:

ORIGINAL: Canute

No Resort bases don't need any cargo hold or Monitor station.
Spaceports over a colony don't need cargo holds either, they share the same cargo with the colony.




I was under a missunderstanding here. I thought merchants picked their resources up form a port what your saying is they effectively pick it up from the colony directly.

(in reply to Canute0)
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RE: Use of Cargo Modues - 8/7/2013 8:31:57 AM   
Canute0

 

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Yes they do, but the Cargo from a planet are directly connected with the cargo from the spaceport. It's like the harbor of a city.


(in reply to Chris21wen)
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