Let us use a class 2 slot as 2 class 1 slots and etc.

This would allow more customization of our loadouts, and reduce the redicuousness of having to put a detailed surface scanner in a class 3 slot. You could either carry a variety of small stuff, or a few larger things. Perhaps we would need to install a mounting framework in the slot to designate it as being used as a few smaller ones.
 
Like an adapter. So class 2 adapter goes to class 2 slot, but the adapter itself can hold two class 1 modules. The adapter itself would draw some power and would not be cheap, but if you really need to max out your outfitting capabilities, than I think it's not a bad idea.
 
Been suggested several times. I really hated using a class 2 for the advanced discovery scanner and another class 2 for the detailed surface scanner. Wasted space. It would really be great if we could stick two 1's into a class 2 box.
 
This would allow more customization of our loadouts, and reduce the redicuousness of having to put a detailed surface scanner in a class 3 slot. You could either carry a variety of small stuff, or a few larger things. Perhaps we would need to install a mounting framework in the slot to designate it as being used as a few smaller ones.

Been discussed many times, there are many issues, for instance instead of a class 5 hull reinforcement modules in a class 5 slot you could put 16 class 1 modules in a size 5 slot, that way instead of getting 390 increased armor you could get 1,280 increased armor from the same slot. In fact why even bother to have slot sizes, just have one big empty space and fill it with whatever you want. The answer is, the slots act as a differentiator for ship purposes.

For example, take a type 9, two size 8 slots, it's a cargo ship. But why two size 8's? Why not 4 size 7's, or 8 size 6's or indeed 16 size 5's, after all when you fit cargo racks it all turns into contiguous cargo space anyway, two 128 ton size 7's give you the same as one 256 ton size 8. Well if you had 16 size 5's you could turn the type 9 cargo ship into an indestructible flying fortress, and that's not really how things should work, a purpose designed cargo ship should not be able to be turned into a massive warship. Sure it can be adapted and used for war in a limited way, but it should never be as good as a ship designed for that purpose, so the internal space divisions and restrictions act as a way of differentiating ship roles.
 
Been discussed many times, there are many issues, for instance instead of a class 5 hull reinforcement modules in a class 5 slot you could put 16 class 1 modules in a size 5 slot, that way instead of getting 390 increased armor you could get 1,280 increased armor from the same slot. In fact why even bother to have slot sizes, just have one big empty space and fill it with whatever you want. The answer is, the slots act as a differentiator for ship purposes.

For example, take a type 9, two size 8 slots, it's a cargo ship. But why two size 8's? Why not 4 size 7's, or 8 size 6's or indeed 16 size 5's, after all when you fit cargo racks it all turns into contiguous cargo space anyway, two 128 ton size 7's give you the same as one 256 ton size 8. Well if you had 16 size 5's you could turn the type 9 cargo ship into an indestructible flying fortress, and that's not really how things should work, a purpose designed cargo ship should not be able to be turned into a massive warship. Sure it can be adapted and used for war in a limited way, but it should never be as good as a ship designed for that purpose, so the internal space divisions and restrictions act as a way of differentiating ship roles.

There you go, using logic and common sense! You should know by now that neither have any place in the forums ;)
 
Well then there is a problem with how hull reenforcements work. Perhaps there would only be class 2 and class 3 adapters, so you can get around the stupidity of undersizing your scanners or limpet controllers, but not do much more. Perhaps disallow reenforcements from being installed in adapters.
 
A type-9 should realistically be an indestructable brick if you literally turned it into a solid slab of metal, but it should not be able to do much.
 
I think there is space for improvement in the flexibility if we also add a bit a limitation on what can be fit into a slot. The same way we have categories for hardpoints, utilities or military compartment.

Take Krait MK2 as example. It can hold 1 and only 1 fighter bay size 6 or 5 not 2 or more even if there is 4 slots 5/6 available.
If you look at the ship itself, it make sense as there is only 1 spot underneath the ship to launch the fighter.
So we can easily see the compartment for this part of the ship is actually a size 6.

If we make the decision to put only a class 5 fighter bay, we should be allowed to use the remaining size 1.
BUT we shouldn't be able to but anything like, for instance, hull reinforcement.

The solution could be to define 1 size 6 compartment to be a type "Hold" which allows only specific optional internal: Cargo racks, Hangars (fighter or SRV) and Fuel tank.
 
Well then there is a problem with how hull reenforcements work. Perhaps there would only be class 2 and class 3 adapters, so you can get around the stupidity of undersizing your scanners or limpet controllers, but not do much more. Perhaps disallow reenforcements from being installed in adapters.

You see here we go, if you change how slots work you have to change many other things also to try and make the new system work and have some balance. Then you disallow hull reinforcements into adaptors....that's just the beginning. We have a system that works to diferentiate ships, having to put modules into slots that are larger than them is just a decision you sometimes have to make on how best to equip your ship for the role you are intending to play. If you want to avoid using larger slots throw away that docking computer and that gives you one extra small slot, but if you must have a docking computer then you are disadvantaged in part by that slot not being available for other things.

Decisions, they're not hard, but you can't just avoid them by demanding the game be changed so you don't have to make them. This is the way FDEV have decided to go with ship internals, they did start equipping restricted slots in some ships but I doubt we will see any more of those due to the reaction by a small part of the community, oh well.
 
Ah the strangely reoccurring suggestions box.

Somebody suggest ammunition magazines and intra-system jumps as well, just like the good old days.
 
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It would be nice if it applied to passenger cabins, as Varonica pointed out, this would be immensely unbalanced for military modules.

That being said, Passenger cabins on transports can be irritating when dealing with VIP passengers, and can be the dividing factor between a Python and an Orca. or Anaconda and Beluga in which both cases the Multi-roles succeed the specifically designed transports for both VIP capacity and even cabin capacity.

I wouldn't mind seeing the ability to divide cabins at least once for transports only to effectively double their VIP capacity, giving them some use superior use over other ships. They are after all transports, and really to divide a cabin they could just use a carboard wall and 'hey presto!' :D
 
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