2.2 - time to bring back 10% loss on module sale

The primary argument against the 10% loss when selling a module was that it would punish experimentation and adjusting your loadout to various situations. With module storage and delivery in 2.2, this will become a moot point - not only can you keep your (potentially modified) modules, you can also have them delivered to you even when you are in some backwater system that does not sell that type of module. I think it is only fair then that the 10% loss is reinstated in 2.2.
 
The primary argument against the 10% loss when selling a module was that it would punish experimentation and adjusting your loadout to various situations. With module storage and delivery in 2.2, this will become a moot point - not only can you keep your (potentially modified) modules, you can also have them delivered to you even when you are in some backwater system that does not sell that type of module. I think it is only fair then that the 10% loss is reinstated in 2.2.

Sure. Why not. Insurance percentage should drop however due to that depreciation in value though. Since the ship is worth 10% less, then the insurance should also align with the sale price, not the new buy.
 
http://laveradio.com/lave-radio-episode-121/

Unfortunately I don't remember when he said it. I think it was during the ship transfer part, which starts about one hour in. It was fairly brief, because they also touched the modules part.

EDIT: ok now I'm getting paranoid about the fact that it might have been one of the Gamescom streams. I just don't remember anymore...
 
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Would work for me.

I suppose several times I have still been subject to it, as I occasionally sell a ship in the shipyard with all the A rated modules still installed.
 
Wow. Guess I need to read here more. I didn't know the 10% penalty was no longer in play.

It is still in play for ships, but it never was for modules. IIRC FDEV added it in 1.4 beta and removed it in the RC because the community convinced them that we need storage first.
 
Would work for me.

I suppose several times I have still been subject to it, as I occasionally sell a ship in the shipyard with all the A rated modules still installed.

Large accounts make that more common. When I was flush with cash (before buying cutter) I'd just sell a ship with all the modules on it out of laziness. Now I wish I really didn't do that b/c I'm scraping up every credit I can find to pay for the desired modules on the Cutter.
 
I think it is only fair then that the 10% loss is reinstated in 2.2.

Tell that to the cash-poor players with only 1 ship who like to swap things about depending upon mood.

(Think outside your box ... not everyone has millions of credits and/or a fleet of ships)
 
The primary argument against the 10% loss when selling a module was that it would punish experimentation and adjusting your loadout to various situations. …

How does module delivery affect experimenting with modules? I have to buy the modules at some point. I have to test them and then, if I don't like them, sell them again and try an other option.

I understand how module delivery affects adjusting your load out to various situations, but for experimenting?
 
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