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

Just curious. What if there was an option in game to store ship modules that have been purchased and then pay a small fee to retrofit your ship when you want to set it up for a new role. They could make it a faction reward where you need to grind up faction at that station to gain a new "garage" or storage feature. It seems like that option would make a lot of people happy.

Oh yes.

We've had "Wings", we're about to be whacked with "Powerplay", the best thing that FD can slip into 1.4 would be "Lockers".
 
I've been trading a lot to afford buying a A-class Python and I'm about a week away from the ~200M credits I what to be on the safe side. I was looking forward trying different setups but when/if the 10% penalty is implemented this will be expensive in terms of hrs I have to put into trading just to finance a session of playing around with outfits. This penalty feels like it will only punish us who moves up to the bigger ships, players already piloting Pythons or Anacondas have already had the opportunity to experiment with different builds for free and with that gained a lot of knowledge without the hassle of putting in lots of extra grind to finance it. It also punish players who upgrades step by step - much more cheaper to just wait until one can buy all the A-stuff right away. Sounds very odd to me and will make the game more grindy.
But to answer the question: No, I won't sell anything as I'm only having T9 (not much to change on that cow), an Eagle that is dirt cheap anyway and a Hauler taxi (also nothing to change).
 
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I've been trading a lot to afford buying a A-class Python and I'm about a week away from the ~200M credits I what to be on the safe side. I was looking forward trying different setups but when/if the 10% penalty is implemented this will be expensive in terms of hrs I have to put into trading just to finance a session of playing around with outfits. This penalty feels like it will only punish us who moves up to the bigger ships, players already piloting Pythons or Anacondas have already had the opportunity to experiment with different builds for free and with that gained a lot of knowledge without the hassle of putting in lots of extra grind to finance it.
better safe than sorry. Worst thing that can happen is they don't implement the penalty and you just rebuy.
 
Hu? Why did you sell your Python that often? Undecided about it?

Well, the first three times was to identify a defect. No, I didn't get the money back. The next couple were because I wanted to go exploring again and didn't want to sell my trading Anaconda, so I sold me trading python instead for an asp. Then bought it back, and sold it again. Rinse and repeat. In the long run, the buying and reselling of the ship actually made me money so I don't have to sell it again. Now I have my trading python, and trading anaconda and will continue to take the loss of swapping modules so I can do what it is I need to do at the time.

The more I trade, the more specialized ships I can purchase and not have to worry about it later.

It was an choice to do it just as it was an active choice to get a larger fuel scoop in order to get to my destination and then sell that off again for cargo capacity.
 
I don't mind the 10% loss, I thought it was in the game already. It's sort of expected really - in what world can you buy an item, use it for a while, then return it for the full purchase price?

In saying that though, I have taken advantage of this and sold all modules I didn't need, equiped 5 Plasma Accelerators on my Python, had some lulz then swapped them for 5 Rail guns. Had more lulz, then sold them all, only had to pay for ammo costs.
 
I'm actually thinking about buying a third Anaconda as a mobile storage locker/weapons storage and delivery vehicle ...

Would have done so when they were on sale had I known this was coming.
 
Instead of paying a flat tax on the internals, can I lease them? Example is; I need more storage on my Clipper for a mission, so I lease a cargo hold. Then, after the mission I turn it in. Say a 5% or 10% leasing fee. That way, I can switch around my multipurpose ship and enjoy my multipurpose ship!
 
I don't mind the 10% loss, I thought it was in the game already. It's sort of expected really - in what world can you buy an item, use it for a while, then return it for the full purchase price?

In saying that though, I have taken advantage of this and sold all modules I didn't need, equiped 5 Plasma Accelerators on my Python, had some lulz then swapped them for 5 Rail guns. Had more lulz, then sold them all, only had to pay for ammo
 
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This all seems quite silly. If you can afford to completely deck out a very expensive ship like an Anaconda for combat, chances are great that you aren't light in the wallet area. You will really only feel the pain from this new 10% rule from the larger ships, with larger components anyway.

I myself am honestly torn over whether or not I should be upset over this. But at the same time I think to myself,' well I'm going to need enough money to cover the insurance at least a few times over, in addition to kitting out my Anaconda. Why not just save up for another Anaconda kept just for trading?" I don't know man, all this means is we need to budget our money a little better to compensate for this. So trade for an extra hour or two one day, stay in your preferred bounty hunting grounds the next, do what ever. This is silly.
 
Instead of paying a flat tax on the internals, can I lease them? Example is; I need more storage on my Clipper for a mission, so I lease a cargo hold. Then, after the mission I turn it in. Say a 5% or 10% leasing fee. That way, I can switch around my multipurpose ship and enjoy my multipurpose ship!


I kind of like the option of a faction based garage better. Would add more depth to Power play.
 
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90% resale value isn't good enough? It should be lower in my opinion. I believe Module Resale should be 85% and 75% for the ship, its like buying a new car and putting aftermarket parts in, you won't get full resale value for the stock parts, but they will still be worth a bit to the dealer.

The only way to properly solve the situation would be a warranty option, but even if you lose value once you open something and take it out of the box regardless.

Yup, i too, think 10% reduction is too generous. However, we should also have module storage and ships moving service. I wouldn't mind paying rental for hangars and storage either.
 
I seem to be missing the point of a game, I thought it was about relaxing and having fun - didn't realise its supposed to involve the financial micromanagement skills of a bank's CEO.

I've bought and sold ships and parts so often, even the section that reads "spent on outfitting" in my stats just reads " Dude ???" :p
 
The only thing I'm doing, is setting up different ships for different jobs, which mainly applies to the Asp -I have one set up for exploring, the other as a taxi that can carry commodities (to cover the fuel costs) between the systems where my ships are stored.
All my other ships are getting set up the way I want them before the 10% loss on selling of the modules comes into affect.
 
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It can be seen in many different ways depending on your outlook. For me, it's punitive and needlessly so. I'm not someone who will play this game for years, so it will hinder me from experiencing the different loadouts I could have experienced in different ships, rigged for different functions (etc..).

It seems the point of this is to slow things down to a crawl, to make the game last longer. What's the endgame right now? Some say there is none, but reality is that once people get anacondas and get the fully loaded out, gather enough Cr to have insurance and grocery money, they are just biding time until they get bored with doing the same missions or trying to effect change that gets overruled by the whims of a dev.

It might be a money move, but I don't see how it could possibly improve game play. I only play in solo or private (only two or three people max) so it makes the game icon on my desktop move further and further back in the priority system. I love the game, no doubt, but I don't want to spend a year grinding for credits to try out something and not like it, then lose have of what I made when I try to recover my money.

It's just a game though, if they ruin it they ruin it. Won't be the first or last.

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I seem to be missing the point of a game, I thought it was about relaxing and having fun - didn't realise its supposed to involve the financial micromanagement skills of a bank's CEO.

I've bought and sold ships and parts so often, even the section that reads "spent on outfitting" in my stats just reads " Dude ???" :p
Same here, I've lost already about 18% of my total take just on ship sales since I didn't like the vessel after I used it a while. Obviously some I bought twice. I change my mind a lot :)
 
It can be seen in many different ways depending on your outlook. For me, it's punitive and needlessly so. I'm not someone who will play this game for years, so it will hinder me from experiencing the different loadouts I could have experienced in different ships, rigged for different functions (etc..).

It seems the point of this is to slow things down to a crawl, to make the game last longer. What's the endgame right now? Some say there is none, but reality is that once people get anacondas and get the fully loaded out, gather enough Cr to have insurance and grocery money, they are just biding time until they get bored with doing the same missions or trying to effect change that gets overruled by the whims of a dev.

It might be a money move, but I don't see how it could possibly improve game play. I only play in solo or private (only two or three people max) so it makes the game icon on my desktop move further and further back in the priority system. I love the game, no doubt, but I don't want to spend a year grinding for credits to try out something and not like it, then lose have of what I made when I try to recover my money.

It's just a game though, if they ruin it they ruin it. Won't be the first or last.

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Same here, I've lost already about 18% of my total take just on ship sales since I didn't like the vessel after I used it a while. Obviously some I bought twice. I change my mind a lot :)
Agreed. Plus rep
 
Instead of paying a flat tax on the internals, can I lease them? Example is; I need more storage on my Clipper for a mission, so I lease a cargo hold. Then, after the mission I turn it in. Say a 5% or 10% leasing fee. That way, I can switch around my multipurpose ship and enjoy my multipurpose ship!
So what exactly is the difference between buying a module, using it, and selling it for 90% of what you paid, and renting it for 10% of it's cost? Either way you end up not owning the module, and you will have paid the same either way.

This all seems quite silly. If you can afford to completely deck out a very expensive ship like an Anaconda for combat, chances are great that you aren't light in the wallet area. You will really only feel the pain from this new 10% rule from the larger ships, with larger components anyway.
Logical disconnect detected.
Don't get hung up on this stupid idea that this only affects those with larger ships. Once you get past the freewinder, you are effectively having to either -
A) Save up for your next ship complete. Buy cost, best module cost, insurace cost, and cargo costs if applicable all must be in your bank before you buy and you don't sell your old ship. [some people do this anyway, so they won't see any difference.]
or
B) Lose 10% on all modules as you upgrade. [OK, I know why this has come in, and I support it, but I don't particularly like it] This means that as you work your way up to the bigger ships - which let's face it is the main time most people will be selling modules - you need to factor in that 10% loss in the value of your modules when you work out how much you need to have in the bank to buy your next ship. Which means you have to earn more before you can upgrade.
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The bottom line on this is simple.
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Until you get to the point where you are able to afford specialised ships for all the roles you wish to experience in the game, it just got 10% more grindy.
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No way am I now going to dip into trying combat before I have gone Elite on both trading and exploration. And it seems that even exploration may be put on hold until I have gone elite in trading as that seems to me, as a non-combat pilot, to be the fastest wat to make money.
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[Edit}
I have currently spent around 8 Mil on ships. My current spend on outfitting is over 44 Mil. If I can't get my T7 before 1.3 goes live, I'll have to earn another HALF of a basic Asp cost to be able to make up for the shortfall. Not too bad at the moment, but the same will apply going from a T7 to a T9 but using the T7's base cost. That means that a T9 will cost me an extra 9 Mil - a fair number of ADDITIONAL hours trading to get to.
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Now why don't you go figure how much extra time it's going to cost you to go up to your next ship!
 
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To be on the safe side I just bought another Conda. Now I have one for trade and one for instilling terror. The terror Conda has this inscription on the side:

"Arrogantly twisting the sterile canvas snoot of a fully charged icing-anointment Anaconda, he poots forth a quarter-ounce green rosetta near the summit of a dense-but-radiant muffin of his own design."
 
I'm not someone who will play this game for years, so it will hinder me from experiencing the different loadouts I could have experienced in different ships, rigged for different functions (etc..).

i will, this game is intended to be played for years, fun just now started. besides, who said everybody should have access to the biggest ship in game with the finest modules, regardless of dedication? that's silly. there is PLENTY to do for casual gamers, and much fun to have.

It seems the point of this is to slow things down to a crawl, to make the game last longer.

nope. the point of this is that it just makes sense. plus it's an additional money sink which this game needs badly (not a solution, but it helps).

and i'm not a rich at all, been playing for six months and still don't have an anaconda. i just feel it shouldn't be that easy. i could have bought it already but i'm in no hurry, i'd rather take my time enjoying the game and other ships on the way. hell, i'm now flying a fdl and feel i've still a lot to do with my viper, which is parked somewhere waiting for me.

now with 10% (i swap modules a lot while tryig out different loadouts) and with res getting much tougher (but bounties being the same) it will take even longer until i feel it's time to fly that fat vacuum cleaner ... so what? so what?? it's how it should be.

i don't get it. you all seem to be just about getting into the biggest mule asap, with the best outfit. then what? nothing else seems to matter, and suddenly a 10% cost in module swapping becomes a catastrophe? guys, relax, enjoy the game, there are not many like this one around.

Same here, I've lost already about 18% of my total take just on ship sales since I didn't like the vessel after I used it a while. Obviously some I bought twice. I change my mind a lot :)

same here :) i did buy a python, a-speced it, found out it's a dream of a ship (gosh, what a powerplant!!!) but just didn't like how it flies. sold it, no problem! i can see myself buying another one some day.

And so what about people like me, working our way up in the galaxy?
(...) nd was forced to re-spec to trader to get enough money together to afford the better scoop

the difference between having a scoop or not can be life or death. the difference between a scoop and a better one is just the time you wait for a refill. i completely understand that you go for a better scoop, but then the only extra cost now is 10% of your old rusty scoop. not a big deal, really. aaaand ... well, you should have kept your T7 around! :D

Also why bother classing anything as "Multi-role" if you are then going to make re-fitting it too expensive? [not that I think 10% IS too expensive, just that I wouldn't want it to go up from there.] If everyone is that bothered about this, then the 'multi-role' ships will become less popular as everyone gets what is considered "the best craft for the role". Some players may well end up with a 'trading 'conda', an 'exploration 'conda', and a 'fightin' 'conda', but I bet they get the trader first!

that's a very valid point. i guess it changes the meaning of 'multi-role', as from 'whatever you wish' to 'yes, but with a compromise'. the refitting cost will now need to be factored in. dunno, say for example you could have a slightly sub-par combat shield and keep it on for trading (you will possibly even need that in 1.3), at the expense of some cargo space. not optimal, but still viable multi-role.
 
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