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

Yesterday I sold all my Python's A grade modules for the same value and thanks to that, I got a large sum of money without losing any percent, bought a brand new anaconda which I am updating. Players have to be prepared than someone of FD read the comments from this forum, and add devaluation when you sell a module in the next update! What a stupid thing, people wants to lose money for nothing.

Why is 10% loss OK for ships but not for modules?
 
i was all in favor for it, because i assumed that tradeships would get some love, when refitting your battleconda to a trader would come with costs - with modul storage and engineered moduls to store i fail to see any interesting effect of a 10℅ loss on moduls.
 
I have good news: in 2.2 you don't have to sell the modules, you keep them all stored, engineer mods included, and can even have them delivered to remote places that don't sell them.

Why is 10% loss OK for ships but not for modules?
Modules are cumulative and can be much more expensive. I'm not even a fan of it on ships, mainly because I've had to buy ships just to store modules. Ships can be held on to a lot longer than modules, though. There's no reason to sell a ship unless you really need the money.

I change the outfit of a few ships multiple times per session, just to fit the need. Throw in a fuel scoop to ensure I can make it. Remove the fuel scoop and add a cargo rack. Add a hangar so I can do some planetary stuff. Now I need a wake scanner for some data.

Basically, if I'm focused on materialcollection, I might be swapping modules every time I dock. I highly doubt there will be enough storage to cover that + all of my engineered stuff.
 
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i was all in favor for it, because i assumed that tradeships would get some love, when refitting your battleconda to a trader would come with costs - with modul storage and engineered moduls to store i fail to see any interesting effect of a 10℅ loss on moduls.

I think the main effect will come in the form of budget constraints. Storing modules doesn't expand your budget to cover the refit costs for battle or trade. You've got to have that cash already, if you plan to store lots of expensive modules. Otherwise, take the loss on the used gear sales.
 
I hope that if the 10% loss with module sale happens that the entire purchase process is revamped. Instead of buying one item at a time. With. Lots. and Lots. of clicks... make it a system that works like a shopping cart with a final review and a checkout screen.

Allow the players to 'preview' the purchase by fitting whatever modules are desired. Then, at the end, before the player leaves the outfitting, there is a commit changes with a review page similar to the insurance rebuy screen. This screen totals the cost for all changes and allows the player to deselect components should it be too expensive. Better yet, a graphical representation of the changes and how they impact the ship performance would be superb (and not I'm simply dreaming, right?)

Can you imagine driving into the shop for an oil change on your vehicle and having to pay for each service one at a time? That is outfitting in ED.

Current outfitting:
Oil filter selected, confirm, are you sure? confirm. Cha-Ching
Oil selected, confirm, are you sure? confirm. Cha-Ching
Oil disposal fee, confirm, are you sure? deny. ERROR MUST CONFIRM, (drat) confirm. CHa-ching
Taxes, deny. ERROR this will revert all services, confirm? (drat again) confirm. Cha-Ching...
etc.

Proposed:
Oil filter, check. Oil, check, disposal fee, (grumble) check, Taxes (meh) check.
Confirm purchases?
Confirm...
Cha-Ching.



Very nice idea. And well illustrated with sound effects!

I don't change out my stuff that often -- I upgrade, then leave it be. And I typically do a bunch of research first instead of just outfitting via trial and error. That said, the metaphor of "used goods" doesn't seems to be applicable since every module is as sparkly clean and performs as well as the day it was installed. Real world depreciation is based on real world factors like wear and tear, supply/demand, etc. Stuff we just don't have in Elite. So this would be, as others have said, simply a tax and I don't see the point.
 
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Do you live in it?

No mate .. I'm from another dimension here to cause trouble .. what a dumb question :rolleyes:

Can't speak for anyone else but my life is going great thanks - despite the news I have plenty to be happy / grateful about thanks :)

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i fail to see any interesting effect of a 10℅ loss on moduls.

Exactly .. my question to the OP earlier on : what is the game play aspect of bringing it back ?

To me .. a pointless "tax" ... again, so much of the game needs balancing that once completed would negate the need for such a move.
 
To supplement my above post. FDev could put in a real module economy based on supply and demand where module prices were determined by their scarcity -- cheaper near the areas of manufacture. More expansive farther away. How about being able to strip an opponent's ship and sell off choice modules.I could imagine traders making a profit by buying modules one place and selling them in another. There are lots of cool ways they could integrate these things into the economy.
 
To supplement my above post. FDev could put in a real module economy based on supply and demand where module prices were determined by their scarcity -- cheaper near the areas of manufacture. More expansive farther away. How about being able to strip an opponent's ship and sell off choice modules.I could imagine traders making a profit by buying modules one place and selling them in another. There are lots of cool ways they could integrate these things into the economy.

Don't think that would go down well given the probability that the module in question (stolen from the player) will most likely be modded by Engineers .. and the effort required to do that would create such sweet drama threads it would make the current one look quite tame.

Now ... on a similar link of thinking though - player driven market for modules in itself I would welcome. Forget the stolen aspect - you make a mod; it's awesome; sell it on an open market. (However, from past experience* I already know the long term outcome - inflation would set in - prices would go mental - before you know it all but the best modules are worth billions and everything else chump change ... result : pointless)




*AH in Diablo 3 showed how bad things can get.
 
Don't think that would go down well given the probability that the module in question (stolen from the player) will most likely be modded by Engineers .. and the effort required to do that would create such sweet drama threads it would make the current one look quite tame.

Now ... on a similar link of thinking though - player driven market for modules in itself I would welcome. Forget the stolen aspect - you make a mod; it's awesome; sell it on an open market. (However, from past experience* I already know the long term outcome - inflation would set in - prices would go mental - before you know it all but the best modules are worth billions and everything else chump change ... result : pointless)




*AH in Diablo 3 showed how bad things can get.


I was thinking more along the lines of prices determined by the BGS not by players via an Auction House -- that, I agree, would be a horrible idea.
 
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.

I don't care about 10%. I'm loaded and anybody can earn 100 millions in a few hours (at worst) in this game. This is not about the money.

We need storage. We need a stash. We need a chest. We need a place to store stuff because this is *BASIC MMO STUFF* and FD should be *ASHAMED* this is not in game already, when it was available in APPLE II games back in the 70s.

This is getting ridiculous tbh.
 
And plus everybody appears to be super rich these days so a 10% loss upon module sell isn't as bad as when first proposed.
Wether anyone will ever accept it still, is another matter....

Flimley
 
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