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

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."

:D Do you park that one in Joe's Garage?
 
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.



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 mo_fo 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 g what?? it's how it should be.

i don't get it. you all seem to be just about getting the 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.

Firstly, I wish the mods would stop your potty mouthed veiled swearing. There is absolutely no need for it on a public forum. It's not funny, it's not 'grown-up', and it's not appreciated.
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Secondly, not 'all' of us are against this change, so get your facts straight.
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I am not all about gettiing a 'conda. I want to experience all the different broad styles of play that this game has to offer [trade, exploration, and yes, eventually combat.] and I want to try all the different ships to do those things. But now I am more likely to consider the cost of something and therefore will need to maximise my trading ability before I do any more experimenting so I can cover the (increased) cost. This locks me, again as a primarily non-combat player, into the grind of trading as a means to pay for the 28mill scoop I need to get much better at exploration over long distances, and the 2.8mil I will lose on selling it again.
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After all, who but a dedicated explorer going to Sag A* or beyond will need a scoop that expensive [or more expensive]? I am more likely to look up ship loadouts online and just buy what other people are recommending/using than I am to try things out for myself, and with others doing the same, that damages the diversity of the game. What fun to go up against [Generic Vulture #1398] and [Generic Cobra #132856] in cookie-cutter ships rather than [Cmdr Bob] and [Cmdr Tom] in ships that you really don't know what their capabilities are?
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It's the CASUAL players that will be hit the worst with this. They are, after all, the ones most likely to flit between playstyles and keep re-equiping their ships.
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I would have preferred a lower percentage loss - after all, 100% buyback IS unrealistic - and either an increasing scale [say 2% if you return within a day, 5% if it's within a week, 10% within a month, 15% within 6 months and 25% after that.] or a flat 2% plus a % based on module size so that larger ships mean you pay more for refitting on top of the increase as larger modules cost more. This at least taxes the rich more than the poor and helps people in the early game.
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But haven't FD already announced that the price drop will not affect you within 10 minutes? So if you have decent modules on craft 'A' and want to transfer them to craft 'B', then you sell them to the station [taking the 10% loss], transfer to craft 'B', and buy them back for the price you sold them for [10% lower than new] to install on craft 'B'. No nett loss, modules transferred. No worries?
 
I'm not, I'm happy with the way my Python, Anaconda, Clipper and FDL are equipped right now.

This doesn't hit me, I'm already rich. This only hits players not rich.
 
Yep, just sold my Mil-spec bulkheads from my Python - could do without a 5M CR hit on selling when I find out it doesn't work and should have invested in shields instead.
 
Firstly, I wish the mods would stop your potty mouthed veiled swearing.

care to be more precise? you mean the 'mo_fo' expression or what? sorry i'm not a native english speaker, and i don't know what taboos exist in your particular area.

There is absolutely no need for it on a public forum. It's not funny, it's not 'grown-up', and it's not appreciated.

and while i do appreciate corrections, i don't give a ********* ***** for people censoring the way i express myself. (there, have some asterisks to protect your sensible prefrontal lobe :D)

Secondly, not 'all' of us are against this change, so get your facts straight.

that wasn't directed at you, then.

This locks me, again as a primarily non-combat player, into the grind of trading as a means to pay for the 28mill scoop I need to get much better at exploration over long distances, and the 2.8mil I will lose on selling it again.

if you want to be a dedicated explorer, i'm not seeing what prevents you from making those 28mill ... well, kinda exploring?

It's the CASUAL players that will be hit the worst with this. They are, after all, the ones most likely to flit between playstyles and keep re-equiping their ships.

this has been stated over and over but i totally disagree. i think casual players will not care, many of them won't even realize something has changed. the funny part is casual players wanting to fly fully equiped anacondas.

I would have preferred a lower percentage loss - after all, 100% buyback IS unrealistic - and either an increasing scale [say 2% if you return within a day, 5% if it's within a week, 10% within a month, 15% within 6 months and 25% after that.] or a flat 2% plus a % based on module size so that larger ships mean you pay more for refitting on top of the increase as larger modules cost more. This at least taxes the rich more than the poor and helps people in the early game.

yeah, or just keep track of module wear and repairs done. 10% is very simplistic, of course it can be improved. i bet it will, in time.

But haven't FD already announced that the price drop will not affect you within 10 minutes? So if you have decent modules on craft 'A' and want to transfer them to craft 'B', then you sell them to the station [taking the 10% loss], transfer to craft 'B', and buy them back for the price you sold them for [10% lower than new] to install on craft 'B'. No nett loss, modules transferred. No worries?

yeah that will work, if the 10% is worth the fuss of bringing the other vessel to the station.
 
Hi All,

Doing a bit of Faction backing. I have been running an Asp in 2 configurations - as a defensive trader and as a combat Asp. The biggest rejig for this is class 5 or class 6 shield, and shield boosting. The 10% charge on selling equipment effectively stops me doing this (I would lose 1.5MCr selling the Class 6 A shield going forward).

On a downer, I think the multi-role ships like the Python, Cobra and Asp lose some flexibility to outfit for different roles, and I could not ind a "static" config for the Asp I was happy with that allowed me to perform enough trading, perform missions (including assassinations) and play around in combat zones for a decent length of time.

I think if I could have afforded a Python, I might of tried to find an acceptable static load out but I would have needed 150Mcr+ for this short by 100MCr! Instead I sold the Asp and replace with a 4.5Mcr Type-6 (lots of outposts around here) that can (hopefully) survive long enough to run the majority of time, a 24Mcr Vulture for Combat Zone work and Assasinations, and 12Mcr Combat/Explorer Cobra for mission work in unexplored areas near where I am and picking up illegal goods such as rare artwork. Of these only the Cobra needs to be revisited. Good defensive combat capabilities, can perform level 2 scans with 20 tons of cargo. I am not very good at silent running, so I think I need to replace with an Adder to help avoid the getting scanned with stolen goods - too many fines and too much rep loss, I need to practice in something smaller!

I really do not mind the change - I had to completely change my approach to ships, but I do not see this as a bad thing. I did the change now as I lost about 1.5Mcr on the Asp (could not downgrade/sell an expensive systems or 2), this is much better than the 4.5Mcr I would have lost selling the ship post 1.3 if the change remains.

Simon
 
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
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Sorry? Where did I say I had previously owned a T7? The largest ship I have had so far is my Asp. I am racing to get a T7 before 1.3 just so I don't take the hit selling my Asp's modules to make enough to get a reasonable trading T7. If I can get enough to be able to afford to get the T7 without selling the shell of my Asp, I'll keep it with the most basic of modules aboard so that I lose the minimum amount when I reset it for exploration. but it does mean thet she won't leave the garage again until I have got the money to go straight for the best modules. I don't see the point any more of getting a better one as a mid-point. I'll wait with her idle until I can afford what I consider the best loadout for her, A6 scoop included, so I don't throw away 10% of an A4 getting an A5, and 10% of an A5 getting the A6.
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The way to go from now on is to use your largest current ship to grind until you can get the best ship of it's type, with a full max loadout, then use that ship to earn enough to buy anything else you want.
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Which, let's face it, is probably the way most people play now but with 10% extra grind -probably a bit less as you won'd make losses on multiple upgrades from now on.
 
The way to go from now on is to use your largest current ship to grind until you can get the best ship of it's type, with a full max loadout, then use that ship to earn enough to buy anything else you want.

Yup, going to be pretty boring and inflexible. But hey, 'consequences will never be the same' crowd are happy.
 
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:D Do you park that one in Joe's Garage?

Oh yes, and I've just lubed it with some Oil of Aphrodite...

:)

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So, will it be possible to swap modules between ships without losing out?

Suppose I have two ships in the same station, one for action (A) and one empty (B). Can I sell modules from ship A, switch to ship B, buy them at original sell price, then switch back to ship A for some new modules? I.e use an empty ship as module storage. Or are the modules you just sold gone by the time you switch ships?
 
Oh yes, and I've just lubed it with some Oil of Aphrodite...

:)

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So, will it be possible to swap modules between ships without losing out?

Suppose I have two ships in the same station, one for action (A) and one empty (B). Can I sell modules from ship A, switch to ship B, buy them at original sell price, then switch back to ship A for some new modules? I.e use an empty ship as module storage. Or are the modules you just sold gone by the time you switch ships?

You have a ten minute grace period for buybacks. In reality what this means is that many people will end up resorting to work arounds which are far more gamey and 'exploitative' than the current situation.
 
Sold all my ships exept primary one, not taking any more missions, actually... not playing until 1.3 arrives.

Can I opt in for Beta test? :)
 
*Looks at his sixth hand type 6 resplendent in ancient patches, its bargain basement, factory reject and knocked off modules and sighs* Yeah, I'm definately avoiding that 10%.
 
Finally for me this is no penalty. They just fixed an exploitable feature. And now the buyback option of selling components when changing the ship gets a lot more sense.

It was always intended that you hand in the full ship and take the new one. Additional now there is no difference in your earnings regardless of selling the ship by components
or in a bunch.

Even if this costs money to the player, its ok from intention and design perspective.

Regards,
Miklos
 
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Finally for me this is no penalty. They just fixed an exploitable feature. And now the buyback option of selling components when changing the ship gets a lot more sense.

It was always intended that you hand in the full ship and take the new one. Additional now there is no difference in your earnings regardless of selling the ship by components
or in a bunch.

Even if this costs money to the player, its ok from intention and design perspective.

Regards,
Miklos

I agree with it too from a design perspective only if they allow the ability to store modules like you can with ships.

Pretty much everyone agrees the 10% thing is fine as it was always intended but the inability to store modules makes it punishing.
 
finally got back from a (cut short) trip to the center of the galaxy.
Hate to do it, but I'm selling my $100 million fuel scoop...

Number one question: Why did you bother with a $100 million fuel scoop?

I'm exploring in an Anaconda, and there zero reason to go beyond a 7D scoop (1.4 mil). The 44s fill rate of the 7D means that unless you are completely empty (which would be pretty stupid to do all the time), your tanks will be full long before you exit the solar corona, regardless which direction you are traveling (in-system, or another jump).

A lot of modules in the game are ridiculously overpriced for miniscule incremental gain, and/or can be optimized with size and a lower grade.
 
There is already a very long discussion about the 10% refit tax on the forum already, please try and stick to the original topic rather than trying to bring your grievances here because you got spanked in the real debate.
 
There is already a very long discussion about the 10% refit tax on the forum already, please try and stick to the original topic rather than trying to bring your grievances here because you got spanked in the real debate.

Hey. No need to act as forum warrior. This is a very valid thread. You don't like it, then move on.
 
I sold of modules of parked ships for the eventuality that the Federal Corvette will be introduced in a realese in the future that will require several hundreds of millions to buy and outfit. Since I only have assets worth about 800MCr I wanted to free up as much as possible already. I sold stuff for 160MCr (saving 16MCr). Thinking about selling even some more modules on ships I use regularly just to free up even more, since I suspect that I will play less during summer anyway.
 
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