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shielded cargo gives a % chance of not being caught by the scan, and the achivement awards the first time you bypass the scan this way.
outposts with cargo links can move items between planets. and with helium-3, they can move items between systems. storage items can also hold a lot of stuff. takes a while to set up, but very worth it to get vast amounts of goodies to build with, or sell to shipyards for credits (have seen them ask for 500 or 2000 of aluminum or nickle, and you can fill this quota by however much you have at the time)
If your advice had been closer to something like... "hey, here's how to bully your way through Ship combat - because I don't like it"! The added bonus of the Storage Units would've been worth mentioning, but your suggestion is basically "Ship combat is trash, so just make a flying suitcase, and make it an even worse experience"; which I can't support or get behind.
if i wanted good ship-to-ship combat i'd be playing something else
relatively easy to do, and the only downside is the cost (still under 100k for me) and reduced mobility (space combat isn't that great in this game imo so it doesn't matter to me) and now i can carry anything i could ever want
1.) I wanted to be sure that the Basement portion of the Lodge was unlocked only after rescuing Barrett.
2.) I want to be sure that Storage Containers don't "refresh" after a certain amount of in-game time has passed, deleting everything the Player has stored in them.
3.) If an Outpost is or isn't the better, ultimate solution instead, seeing as how it'd significantly cut down on 'travel time'.
4.) Is there something more convenient that exists in Neon, which would solve a bunch of other possible issues as well.
5.) How well does the Storage Facility you ultimately settle on deal with Contraband, which is its own issue.
So yeah, the Lodge Seems like the obvious choice for now, but until I'm 100% on it, I'll hold off on adding it just yet.