who else is selling/downgrading all their components to avoid the 10% penalty?

A few million credits you mean. The vanilla huge plasma already costs 14 million credits. Why don't you walk the walk and buy one to test and post all the details so everyone else can benefit then?

I certainly would If I was a filthy imperialist :p

There are going to be many people buying those as soon as they can, believe me.
 
Plasma Accelerator, Class 4, Great for Nuking Anaconda's PP's on fixed Gun Run's.

That's true for the normal huge plasma. Now tell us about the advanced plasma accelerator. How much power does it consume? Does it fire 1 projectile or many? What's the range like? What's the hull and shield and component damage like?

You guys know everything about every piece of equipment so you'll never install anything that's not so great and eat millions of resell penalty right?
 

Hate to do it, but I'm selling my $100 million fuel scoop, and $20/$30 million weapons before the component penalty kicks in.
If ED doesn't implement, the only thing I'm out is the time it takes to restock.. If they do, and I don't sell, I'm out well over 10 million.

I don't exactly understand why you want sell that modules. Do you want to sell these modules in the near future? Then there is no problem as you would have sold them anyway. If you don't want to sell them, then why sell them?

I would have expected that a lot of players buy now the better modules they wanted anyway, so they can avoid that 10% resell reduction. That's what I did, I checked all my ships if I can or want to change anything.

Selling the modules to re-buy them later sounds a bit strange. The 10% resell reduction certainly will affect all who often change the load out of their ships (changing from explorer to trader to combat), but just selling everything just because the update? I guess I'm missing something.
 
Gee look, it's a bank run
icon10.gif

Module inflation at a whopping 10%...

Not planning on selling any modules at this time, most of my ships are in an optimal configuration for their purpose.
 
It is 10% now but like most taxes, it will probably increase when stations need the money. In fact, it should vary depending on where you are.
 
Oh , I have to take a risk, better stick my head in the sand.

Two options: Either you take the risk of losing a few thousand credits (oh god, how am I going to get them back)
Or you play it safe, like a certain bear, and wait for others to test them.


Oh god, how I'm going to make it back is exactly the problem. Dude. (gal?)

Count. I understand that the relation between a linear and an exponential function is not really first grade maths. But... should be somewhere in the base studies for most of the people (able to afford this game and having time to post on these forums)

Earning potential /hour is capped and is linear. Module costs are exponential. What's few thousand for you, and you can make 5 mil an hour, that's 25 mil for others, and they STILL make 5 mil per hour. But this has been discussed to death on the dedicated forum. Read that, comment there. This is about how to mitigate the effects when they kick in / if they kick in. Stop trolling.
 
Not moaning, jus sayin ;)

Going to sell off my 19m CR turrets tonight, all 4 of them... Till I know if they work I don't want to risk a 10% (7.6m) loss when 1.3 drops.

As I am not in the beta, got no idea how they will work once the change happens. Think ill trundle over to 78 ursa and buy a A7 shield with the credits then see what happens with regards to turrets 'n' 1.3.
 
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I do not understand the hysteria. The 10% is when you sell off equipment, not when you buy new. Thus if you upgrade any future ships, you will get the 10% salesman tax on the stock equipment no matter if you buy or sell anything now. But getting a large pricy shield at 78 Ursa now is sound advice indeed. I have a Clipper I can equip with a 7A shield while it is still discounted; I am going to do that.
I think the people really upset with it are the ones going back and forth between different builds with the same ship to do different things like exploring to trading/combat. You don't necessarily need a fuel scoop to do bounty hunting/combat like you do for exploring. So I can see people that use a ship like a cobra or an Asp as a do all ship really taking a hit over time. Kind of places a larger emphasis on having multiple ships for different missions.
 
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No hysteria, I just saved myself over 3,900,000 cred of future penalties on 3 explorer related modules that I won't be needing anymore, because FD thinks having one Asp for 2 purposes is not the way they planned the game to be played.
 
Been there, done that. All parked right next to Founders world for when I get access with C1 fuel tanks. FSDs are the only things that are not E rated and are minimum required to jump to founders.
Est saving: 15mil, maybe more.

Got my Exploration Conda ready to go once I pick up the discounted Courier/Diamondback and I will leave the fuss of powerplay behind for a few months until I come back an Elite Explorer :D


Edit: The biggest thing for me is the Python and Conda:
If I respec my Combat python for trading I'd loose ~25.3mil (only 1mil losses changing back since cargo racks are cheap)
If I respec my planned Combat Conda for Exploring I'd loose ~65mil

Tagline is that its best to hold off and buy a whole new ship if you get to the higher levels. Re-speccing an Anaconda away from combat will be madness.
 
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got a few ships spread around the map, haven't bothered to strip em, cuz i more or less have them as i want them. sure i might reconfigure my python after the patch, for new weapon setup, but selling all module is case i will loose money on a later day? baah. then rather take some missions or kill some pirates to make up the loses.
 
No. Have not stripped them. The opposite.

Decided to fully kit my python (pve) asp (heavy explorer/scout) and FDL (PvP). Used 15% shield discount to fit out and stock a few items. Have spent a couple of days testing and refining them. All A where it counts.

If the 10% thing proves to be realised I am happy to lose future flexibility. I can always earn more with those set ups.

It will just take a bit of adjusting (or not).
 
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A cargo hold at a chosen star port would fix everything.

No, it would just allow circumventing the drawback created by not getting 100% of your money selling an item you purchased along with creating a new hoarding problem which results from all games that allow you to store items especially when availability of those items are used directly in game balancing.

So no. you lose 10%...deal with it. It's been that way for ship selling, it was always intended to be this way for items. It's not a big deal.
 
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