Module swapping gone?

Let's also consider that I might be very, very far away from the Founder's World and I might think it's very stupid to cross the whole of the inhabited space every time I want to upgrade my ship. After all, depending on how far you are, the round trip would waste even more time than a wild goose chase.

Hehe, being an explorer that gave me a chuckle. For me the whole of inhabited space is tiny. I have no qualms traveling any distance in inhabited space, even in something with a tiny jump range.
 
Hehe, being an explorer that gave me a chuckle. For me the whole of inhabited space is tiny. I have no qualms traveling any distance in inhabited space, even in something with a tiny jump range.

Well, right now I'm 18,000ly from the bubble, on my way to the other side of the galaxy, flying a clipper - so I can definitely relate to that. :D

When I'm out exploring, even though I'll spend a lot of time basically travelling from A to B, it's still epic because I know I'm going to see some stuff I haven't seen yet. I'll find new planets, I'll write my name among the stars.

And since it was my decision and it gives me pleasure, I consider it a good use of my playing time.

On the other hand, being forced to run in circles for no good reason isn't really that fun for me.

When I want to upgrade my ship, I just want to upgrade my ship. Shoving twenty jumps for a round trip in known space down my throat doesn't make it any more interesting, exciting or challenging (for me). It just makes it boring and time-consuming. When I started it was all fun and games but at some point I realized I'd rather use that time to do fun stuff instead of wasting it in long commutes.
 
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Same here. I lost one mining lance beam laser and have opened a ticket already.
I can't rebuy it even I do not swap my ship after 30 seconds selling it.

In fact, I just want to collect those rare modules.
It's my collection and I may never use it- I can't image how or when would I use mining lance beam laser for attacking or mining.
Really a setback for me that I lost it suddenly.
 
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yes i lost my pack hounds,my aim was to get my Annie kitted with various weapons from the different factions as a badge of honor trophy ship.
as soon as got my pack hounds i left lee yun rui or whatever his name was lol,.....then went to archon for that crappy laser(again its for my own sad pleasure)....then off to get the imperial hammer.......rincing each of these worthless factions as i go.....but now my plans are scarperd......after archon,back to stage 1.

god damm basic game mechanic of a storage container/lockup type thing would be much appreciated
 
Interesting - I keep reading this suggestion and it doesn't make the slightest bit of sense to me. What kind of player behaviour are you trying to achieve with it?
this sounds like you have no clue what the powerplay system is.

the whole item swapping as part of flying a "multirole" ship is funny to read too. Just because the ship is designated as "flexible fit", it doesnt mean that its meant to change its role at every starport.
Carefull comparison to the US Army's Multirole "Stryker" Platform: they don't Retrofit the different tower versions of the Tank depending on their task every time.
 
Module buy-back

When I undertook the Maausk CG I swapped the KWS from my combat Python with a Shield Booster from my trade Anaconda using the Outfitting buy-back option. Having decided not to continue with the CG once the tier 1 rewards were revealed, I tried to swap back. However having sold the shield booster and switched to the Anaconda, the buy-back option was not available. Same with the KWS. I believed I had 10 minutes to do the buy back but when I opened a ticket about this I received this reply:

"The buyback option in the outfitting screen is unfortunately designed to avoid accidentally selling the wrong module. As such, it will guarantee a module is available to re-buy it only for as long as the outfitting screen is kept open. What happens to modules in the re-buy cache after you close the window is not defined.


The server will keep them for as long as possible, which often comes out to around 10 minutes, but if the server is encountering high load it can happen that the modules are cleared off the cache a lot quicker. As the mechanic was never designed with swapping modules between ships in mind and because modules in the rebuy cache are not owned by any player, this has never been considered to be a problem.


If you feel strongly that this needs to be changed, please let our game designers know on our forums. You can find the suggestion forum here: https://forums.frontier.co.uk/forumdisplay.php?f=76"
 
Glad to hear that this is a bug and not intentional by FD (hopefully)
PSA : Do not sell any modules until 1.4 drops or you might wind up losing it.
 
this sounds like you have no clue what the powerplay system is.

the whole item swapping as part of flying a "multirole" ship is funny to read too. Just because the ship is designated as "flexible fit", it doesnt mean that its meant to change its role at every starport.
Carefull comparison to the US Army's Multirole "Stryker" Platform: they don't Retrofit the different tower versions of the Tank depending on their task every time.

Hmm? Actually that's what I said earlier in this very thread.


I was actually quite fond of the 10% fee when selling modules, planned my fittings accordingly and refitted them for their designated purposes - and then it never came.

Most of the multi-purpose ships ended up being real multi-purpose fits and guess what - I stuck with them because although they're inefficient at trading/PVE and suicidal in PvP, they feel "right" to me.

Anyway - so please enlightened one, why don't you just answer the question? (Please make sure to read it and at least try to comprehend it first.)
 
Such a silly response from FD. Of course it should be possible to move modules between ships. The "feature" that they had at least fulfilled that need, even thou it probably was not how I would have implemented it myself. They need to either fix their now broken function or better yet implement a real module management system.
 
In my opinion it's better to have personal/rented storage on stations, not some half baked/bugged option to buy back and pray for availability of your former modules.
 
Also, if you have "defected" the Power, if you die - you lose the part - end of story. At least that is how it should be.

Interesting - I keep reading this suggestion and it doesn't make the slightest bit of sense to me. What kind of player behaviour are you trying to achieve with it?

Well, if your ship is blown up, your modules are gone. Yes, you can claim your insurance, but the only supplier of these faction modules is the faction itself. Why should they still sell it to you after you defected? They would tell you to shove your insurance voucher up some black hole.

This would achieve that players stick with their faction and don't just pick the flavour of the month to get the highest profit. PP is about political factions and their struggle. If every player just jumped to the #1 faction each week, the whole idea behind PP would be void.
 
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Well, if your ship is blown up, your modules are gone. Yes, you can claim your insurance, but the only supplier of these faction modules is the faction itself. Why should they still sell it to you after you defected? They would tell you to shove your insurance voucher up some black hole.

This would achieve that players stick with their faction and don't just pick the flavour of the month to get the highest profit. PP is about political factions and their struggle. If every player just jumped to the #1 faction each week, the whole idea behind PP would be void.
The supplier of some restricted modules won't sell you again these modules only because you defect and became an enemy? Seems logical to me.
 
Everyone has their very own personal notion of "how it should be".

For instance, I don't think I should lose the part after defecting the power. It doesn't belong to them - I put in the time, I jumped through the hoops, and I bought it.

It wasn't given to me as a perk.

I'm totally OK with losing the ability to purchase a new one after I defect, but I shouldn't lose what I already bought (as long as I can cover the insurance).

Such a change would only make PP modules even more unappealing than they already are.

PP is frustrating enough as is, so you might as well just get rid of it, instead of reducing it to complete pointlessness and watching as it dies a slow, agonizing death.



Selling and rebuying modules was the only option to transfer equipment between ships, and it worked reliably, until suddenly it didn't anymore.

The fact is that those people never had the intention to part with their modules. They were using the only option available in the game.

And that is very frustrating, because the inability to keep AFTERMARKET modules that you bought SEPARATEDLY from the hull doesn't make sense at all.

I mean, currently if you want to trade in your ship, first you have to sell all your valuable modules, then you sell the hull at a loss, then you buy a new, different hull and go on yet another wild goose chase to find the modules you want for your new ship.

If by chance one of your old modules is a fit, then the option to rebuy it will save you that much time - it's a clunky mechanism, but it worked.

Chasing for parts might sound awesome when you're finally trading your sidey for your first cobra, but after a couple months it gets really, really tiresome.

Besides, removing the ability to swap equipment from one ship to another will not prevent people from collecting different PP modules. It will only make it more expensive and burdensome, and it will affect only the players who don't have enough money to buy several different ships and fit every one of them as the modules become available.

I agree, I wanted to try out some other ships the other day, spent over 5 hours looking for two modules I couldn't find, I searched all high tech stations Ect and found nothing
-
It is not fun looking for modules for that long, waste of an entire evening
 
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Well, if your ship is blown up, your modules are gone. Yes, you can claim your insurance, but the only supplier of these faction modules is the faction itself. Why should they still sell it to you after you defected? They would tell you to shove your insurance voucher up some black hole.

The larger issue is rather HOW and WHY said modules ONLY exists within a TINY faction.

In a galaxy sphere of HUNDREDS OF BILLIONS of inhabitants there has been no successful faction or individual who has managed:

-Bribe someone for the blueprints
-No military has invented said weapons before
-No INDUSTRY has invented a defensive mining laser before or have a SIMILAR weapon
-No Faction, military or private spy has managed to steal said blueprint
-No faction has BRIBED another CMDR after he defected for said "rare" weapon/equipment
-If anything all these items should simply exists as variants of regular weapons and modules because they are hardly OP or gamebreaking.

There are NO logical reasons whatsoever for these "factions" to hold on to these items or even be ABLE to.

The ONLY reason for them being behind a faction "paywall" is to be a CARROT instead of making powerplay a good system.
 
Just received this update to my ticket: (was intending to set off to rebuy modules at a discount)

"As a lot of players have lost modules this weekend, I have arranged for a developer to look into returning them. I have added you to the list of modules to return, however, I'm not sure if this will include the discount.

This might take a little while to be completed but I hope you will get your modules back as they were. Please hold off from making the long journey for a little bit."
 
This would achieve that players stick with their faction and don't just pick the flavour of the month to get the highest profit. PP is about political factions and their struggle. If every player just jumped to the #1 faction each week, the whole idea behind PP would be void.

Okay - in my case, the presence of PP modules achieved that I left "my" faction because my faction is obviously pulling my leg by offering a mining laser that is good for nothing but stealing grid and overheating my ship whilst paying less for mined materials at the same time.
Not that I ever intended to mine in the first place - I trade in slaves so they do it for me.

Instead I joined my most disliked power for the last couple of weeks because she offers the most useful module. I don't have any problem with that - every single merit I made was detrimental or at least useless for her. At the same time I used the rank bonus she provides to influencing minor faction influence to support gouvernments that increase her upkeep and fortification cost.

I got all the shields I wanted so I moved on. Of course if I was about to lose my shields at ship destruction I'd stick with Aisling (easy choice as all the other modules are pretty much useless).

So please elaborate how the proposed change makes me stick with "my" faction.
 
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