Why lift the restriction on passenger ships?

Role definition is still there because the dedicated passenger ships are still the only shps that can equip VIP cabins.

BUT...BUT... THERE ARE HARDLY ANY VIP MISSIONS ON THE BOARDS!!!1ONE!!!1

That's right. So perhaps that's the 'problem' that needs to be 'fixed'.
No, this does not fix the problems I see. Passengers don't ride in oil tankers and cruise liners don't transport oil. Homogenising the ships makes other ships redundant.
 
Last edited:
No, this does not fix the problems I see. Passengers don't ride in oil tankers and cruise liners don't transport oil. Homogenising the ships makes other ships redundant.

Well we'll agree to differ then. Personally I've already seen far too many things that would make the game more fun crucified on the twin crosses of 'immersion' and 'realism' to want to add this to the list.

I'm also somewhat curious as to how you think this change brought about what you refer to though, since you could fit cargo racks into dedicated passenger slots and carry all passenger cabins other than VIP ones on any ship before these changes.

These changes don't suddenly make passenger ships into cargo ships because they could always be configured that way anyway. They could also always be configured as combat ships since you could also fit HRPs into the dedicated passenger slots. What they will do though is allow players to use them as exploration ships and in the absence of any new dedicated exploration ships, being able to use them in that way sees to be a highly desirable change.
 
Last edited:
Well we'll agree to differ then. Personally I've already seen far too many things that would make the game more fun crucified on the twin crosses of 'immersion' and 'realism' to want to add this to the list.
Fairy nuff. But I'm not just concerned with the twin crosses. If, as has been suggested previously, the passenger ships now make great explorer ships then the explorer ships are now redundant.
 
I don't own an Orca or any of the ships that were dedicated to ferrying passengers about so I missed this change.

Can anyone point me to the reasoning behind lifting the restriction on passenger-only modules, please?

I understand that it is cool for users of those ships in general, just like it would be cool to have infinite bullets, invincible shields, infinite fuel etc. etc.
I think from a game design perspective FDev made a somewhat questionable decision.

If there are no limitations, no restrictions, no choices to make, then a game is treading a dangerous path.

I feel FDev needs to create a mechanic that allows for specialized ship hulls.
Perhaps locking slots for special use is not the way to go. Perhaps there is a better way, I don't know, but I would like the typical passenger ship designs to be better at transporting passengers than the average ship. They should have an advantage in that respect.

Perhaps they could allow for let's say a size 6 slot in a Beluga to be able to contain more passengers than a size 6 slot in an Anaconda (there could be reasons like... the passenger ships have been designed from the bottom up to carry passengers).

Another example:
I hope that in the future FDev will release a ship that excels in mining. But how should they do that, if dedicated slots are not the way to go?
Perhaps they could add specialized hard points that can feed more power to mining lasers without extra taxing the power generator to achieve this, so that when you equip mining lasers you have extra power on ships like these.


It is always difficult to add features like this in retrospect. FDev should work out a good system that can hold its own even when more features are added to the game in the future.
 
Because passenger missions are glorified cargo missions which sucks, and because of all those restricted slots, the ships were limited in the other role of carrying cargo and exploration.
Now they can actually be used for something fun
 
So, all ships should be capable of doing anything. Just pick whichever one you like the look of and can afford and off you go.

Sorry. Too bland for my taste.
 
I'm sorry to see the change. The biggest problem is not that this change somehow damages the Saud Kruger Passenger line, it's that it allows it to compete with non-passenger ships they should not. Hopefully the Saud Kruger's won't eventually face any changes or nerfs to better "balance" them against everything else, where it used to not matter at all.

The real crux of what could make the Saud Kruger line special was the exclusivity of Passenger Modules. This is already a paper thin distinction, since even the grimiest utility hull in Elite can carry 1st Class Passenger Accommodations. A more nuanced system of which hulls can carry a grade of Passenger Modules would have enhanced the distinction of the Passenger Courier career, as well influenced the progression through it's early and mid phases.

Another problem (all IMO) is that the Passenger career is dependent on Missions. When I open the Passenger Lounge and find 100% of missions from half the factions want to make a one-way trip that's 21,000LY... How is this conducive to building the gameplay cycle for Passenger Play? I've essentially got to spend 30 to 50 gameplay hours jumping round trip, completely separated from the Passenger related gameplay focus, just for one mission.

Worse (again, IMO) is that so many high paying missions have millionaire VIPs paying multi-millions for a trip to a tourist holiday hot-spot... And they'll ride in an Economy storage tube and be happy. I think this heavily devalues and disincentives the gameplay progress toward the upper tier of the Passenger Career, where the focus of earnings should be.

I would really prefer to see the Passenger Lounge converted into a Commodity Market style menu. Instead of Commodities, list destinations of varying ranges. Different quantities of people looking to go, for each. Group them by the quality of cabin they are seeking to hire. Lots of dirt-cheap Economy, on up to the single digit Luxury types, paying top prices per seat.

System Economies and States (at both source and destination) could push and pull both the numbers of Passengers and what they will pay, creating even more interest for keeping up with the BGS to find the sweet spot for each type of Passenger ship outfitting. Then special Passenger missions could be offered for the non-bulk things which have more pull on the BGS (transporting prisoners, refugees, soldiers, protesters, politicians, and of course the VIP types).

Maybe put a cherry on top, and require the Business, 1st Class, and Luxury Cabins to use special "Restock" of various supplies (and qualities) at the Station, to maintain the expected comforts. Give a CMDR's Passenger service a reputation level, based on this. Do you keep your ship always stocked with in-demand drinks? Top rated food? See this repaid in finding MORE high-class (high paying) passengers ready to fill your 1st Class and Luxury seats. CMDRs with a reputation of cut-rate or even zero in-flight services... Maybe find fewer top class customers in the Lounge, but the lower end Economy fares wouldn't care and still be plentiful.
 
No, this does not fix the problems I see. Passengers don't ride in oil tankers and cruise liners don't transport oil. Homogenising the ships makes other ships redundant.

They already held cargo racks so they haven't changed for that roll.

The main change is that they are better to fitout for exploration. And why shouldn't they be? Why not travel long distances in a ship designed for comfort?

Passenger and exploration are very similar since both are about long distances, passenger missions send you further than most will ever travel exploring. So the ships always had a light hull, weak weapons, good jump, good fuel tank.
They were just forced to use a huge compartment for empty cargo racks instead of a bigger scoop or holding a garage of SRV's.
 
I must say, I do like the idea of a buff when marrying the right module to the right ship.

That should please everybody.


Hahahahaha. Hahaha. Ha.

Ok, I'm done.

But seriously. I like the idea.
 
Brilliant idea from Fd.
Opens 3 ships up for more use, and does not stop them being used for their "ORIGINAL" designated purpose in any way.
They now become viable "science" craft, for exploration purposes.
Anyone who thinks this is wrong and uses stupid examples clearly never has any idea of real life and repurposing of vehicles that has, and still is, happening.

Make it stick to live Fd.
 
.
Anyone who thinks this is wrong and uses stupid examples clearly never has any idea of real life and repurposing of vehicles that has, and still is, happening.

Very true. A lot of luxury yachts and passenger charter ships have been refitted as survey, salvage, research and film crew vessels.

They are often a lot more capable than an old trawler or small cargo vessel.

Google "expedition ships", the real world ones. Pretty clear which ships in ED they match.
 
Brilliant idea from Fd.
Opens 3 ships up for more use, and does not stop them being used for their "ORIGINAL" designated purpose in any way.
They now become viable "science" craft, for exploration purposes.
Anyone who thinks this is wrong and uses stupid examples clearly never has any idea of real life and repurposing of vehicles that has, and still is, happening.

Make it stick to live Fd.

Wrong.

Take 2 different ships; an oil tanker and a huge luxury cruise ship like the Symphony of the Seas from that Royal Caribbean International cruise line. Now with your logic, you're saying that the 2 ships can be just as good as one another in each other's roles. So you're saying that I can take this
Supertanker_AbQaiq.jpg

and make it just as luxurious and roomy, comfortable and classy as any luxury liner can be?

What about making this do the job of an oil tanker?
worldsbiggestcruiseship.png

Please, do explain how something this nice looking isn't exclusively​ built for one and only one thing just because "multirole"
 
i agree fully with the above..... I think luxury pods should be just for the SK ships, then 1st class could be SK and clipper/cutter

multiroles are already massively powerful vessels and need to fit the jack of all trades better imo (by not getting any boosts) but then

exploration class ships should get bonuses for explorationy stuff (ie bonus to scooping times or scanning times) - not locking other ships out of course.
and then combat ships could have better heat management when using weapons or something.
Cargo ships get a boost to 1 or more of their slots if used for cargo
 
Wrong.

Take 2 different ships; an oil tanker and a huge luxury cruise ship like the Symphony of the Seas from that Royal Caribbean International cruise line. Now with your logic, you're saying that the 2 ships can be just as good as one another in each other's roles. So you're saying that I can take this

and make it just as luxurious and roomy, comfortable and classy as any luxury liner can be?

What about making this do the job of an oil tanker?

Please, do explain how something this nice looking isn't exclusively​ built for one and only one thing just because "multirole"

Whilst our ships are huge, they are more akin to large freight/pax aircraft. Am sure you have heard of Combi's and conversions, happens all the time in the pax/freight business, also conversions and leases are done for military and scientific research.
 
I find it highly amusing that some are discontent with the fact that they are finally getting around to fixing things like "roles" when it comes to ships.

I've always said they either need to make ALL ships role-specific, or remove the roles to SOME ships that already exist. (therefore making ALL ships able to multirole)

It's past due that they made this change.

If some want the restrictions to remain on PAX vessels, then perhaps they need to go a bit further into the "combat" series of ships and start purposely gimping them so they're unusuable for anything BUT combat roles. (Anaconda, anyone... you know... "military slots"....)

Or... perhaps some can simply think about the bigger picture and stop whinging about the fact that a wrong has been righted.
 
Last edited:
Back
Top Bottom