Compartement splitter

I wish we had an internal compartment that splits a compartment into smaller ones to the cost of a class 1 or class 2 compartment.

Example:
class 3 compartment can be split into one class 2 and one class 1
class 4 compartment can be split into one class 3 and one class 2 and one class 1
 
Been suggested a million times.

Same answer: It would unbalance ships because only cargo is 1:1. If I buy a class 1 Hull Reenforcement Package it is not half of a Class 2.
Class 1 = 110 armor
Class 2 = 190
Class 3 = 260
So using your example, I get 300 armor instead of 260.
Limpets work the same way. I could get a lot more limpets active with that split.
 
Been suggested a million times.

Same answer: It would unbalance ships because only cargo is 1:1. If I buy a class 1 Hull Reenforcement Package it is not half of a Class 2.
Class 1 = 110 armor
Class 2 = 190
Class 3 = 260
So using your example, I get 300 armor instead of 260.
Limpets work the same way. I could get a lot more limpets active with that split.

such a simple thing should not be a reason.

first they could make you lose a class, like a class3 can be divided into 2x1 and a 5 into 2x2.
Second thexy could balance this with additional tonnage the divider requires.

Same for limpets, they are currently staged VERY stupid in my opinion. But then if you really would use limpets as example, splitting for more limpets would cost you a LOT energy. Since energy isn't linear. So you would get more limpets if you divide but also have to pay a way more energy which most ships are starving anyways.

But especially for big ships the advanced sanner and discovery scanner is equipment meaning a huge waste of internal space where divider would help. Also for many smaller ships a divider of a class 3 or 4 internal could provide them with more functionality than their only few internal slots offer.
 
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such a simple thing should nto eb a reason.
The problem is that you lose much of a ship's identity by making it so malleable.

Internal compartment structure is just as important as its total size in defining a ship. An AE is an AE. It has four small and two medium hard points. That's part of the ship's identity. That structure is what the pilot has to work around. It influences the choices the pilot makes.

Inconvenience creates meaning.
 
<sarcasm> I would like a GSV like ability to reshuffle my internals at will over time depending upon my needs </sarcasm> (if you don't get the reference try a Culture novel, Iain M. Banks).
 
I do wonder how internals will look from a first person walking around ship point of view.
Especially a compartment with a very under-sized module installed in it.
Maybe the whole thing will be blocked off once something is installed in it (except cargo/passenger).
Also if internals represent a room/open space (which is implied since cargo bays can be installed in anything) I wonder how HRPs work.

CMDR CTCParadox
 
HeRPs are probably a latticework of supporting braces, wielded or bolted into place.

As for modules, they are probably like shipping containers with universal control/power connections. Fitting a smaller one might just be a case of sliding it into a frame that holds it in place as if it were a larger one.

Like a roll cage looking thing.
 
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I had a similar idea but I think there need to be some limits placed on it just to keep things from getting out of hand. For example you should only be able to do this once per ship and probably lose 1 point of space in the process.
 
I love all this talk about the practical capabilities of theoretical ships and systems (no sarcasm intended I really like it). As much as I can understand the need to retain some semblance of logic I also think it is necessary to allow the not so logical as after all it is already an intrinsic part of the game. It has always frustrated me that you seem to need 5 things which you cannot play without (fuel scoop, shield boost, interdicter, scanner basic, scanner advanced) you can only ever have 4 - ever! Never mind some of the other systems that allow you to do other functions like fuel transfer for those unexpected rescues. So I thought how about instead of being able to split a big compartment how about a device that allows you to add up to 3 or 4 other systems but you can only activate 1 at a time. Sort of like a revolving system changer. It can only be fitted to a large compartment. You could use it for those systems you now tend to have to buy and sell as your functional needs change.
 
I love all this talk about the practical capabilities of theoretical ships and systems (no sarcasm intended I really like it). As much as I can understand the need to retain some semblance of logic I also think it is necessary to allow the not so logical as after all it is already an intrinsic part of the game. It has always frustrated me that you seem to need 5 things which you cannot play without (fuel scoop, shield boost, interdicter, scanner basic, scanner advanced) you can only ever have 4 - ever! Never mind some of the other systems that allow you to do other functions like fuel transfer for those unexpected rescues. So I thought how about instead of being able to split a big compartment how about a device that allows you to add up to 3 or 4 other systems but you can only activate 1 at a time. Sort of like a revolving system changer. It can only be fitted to a large compartment. You could use it for those systems you now tend to have to buy and sell as your functional needs change.

you mean like a drone programming module, becasue I buy just a random drone, and need an ENTIRE module to define if it is either a prospector, hatch breaker, fuel delivery or collector drone. Some thinsg mke no sense and are just an annoyance. The amount of internals needed juts for a proper minign build is hilarious. And a reason why mining in smaller ships tuns into a pain when you have to manage every single collected ore in the tiny refinery.

And why do I even need an internal for scanenrs, they WEIGHT NOTHING. so what are they? A giant piece of software inhabitating the ether of that internal slot?
I think there are still many flaws in the internal vs utility slot balance of the game. Scanners should be utility. Maybe even a fuel scoop, because hey its INTERNAL. how does it interact with the star outside, obviously it would be by logic an utility device. Same for FSD interdictor.

The system si so strange tha one would just start to ask: which crazy engineer desigend these ships even. probbaly no one who ever cared about the needs a ships should furfill.
 
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