Should be able to move modules in cargo.

Because I actually read the news letters and watch the podcasts, and read/watch the interviews, you're damn right I know what the developer is wanting to do. Do I agree with all of it, no, not all of it, some of it, yes but not all of it. And more over there are certain methods of execution of the good ideas I wouldn't do. I also actually read what's on these forums, chat with players and PGs in game, of which I'm member of several of them, to find out and know what THEY want out of the game.

So I don't need to pretend to know anything, I know these things because I actually took the time to talk to people and listen, and ask them what they want and collate that information, and then design ideas around those desires. Which of course, that's what a good developer does.

but please feel free to continue embarrassing yourself.
If you've gone through such an exhaustive design process, why is the idea still so terrible, unnecessary, and shortsighted?
 
If you've gone through such an exhaustive design process, why is the idea still so terrible, unnecessary, and shortsighted?

Again, your opinion, which you're entitled to, but again doesn't make it fact. I have said over and over again what I've identified as the issue, you don't want to even acknowledge it, then there is no debate to have. Good day sir.
 
Indeed - for cash, not credits - as we can't transfer credits in this game - nor circumvent the requirements of Engineering.
We can stop "gold farming" via modules for real world cash sales with one simple "mechanic" - because they are bolted to the ships hull rather than stored in the (presumably mechanised) cargo racks, modules in transit cannot be ejected, thus could not be "transferred", read sold,

It would be cool if you could pick up damaged modules from destroyed ships and then have the ability to repair and use or sell them.
Ship scavenging is one of the potential highlights of "space legs" - don a space suit, board the broken hulk of a wrecked ship, plasma torch out a few bulkheads and, using other mechanics not in game yet, extract and recover for example a damaged 7a shield generator to sell for "spares or repairs" for 30million. But this could conflict with the no to gold farming policy stance outlined above. Perhaps only NPC modules could be recovered, and CMDR's modules went up with the ship that would stop me listing my G5 modded 8A prismatics on eBay for $250, and making a play date with the buyer to kaboom my T9 and salvage the shields.

One could imagine a class of cargo (in this case modules) that don't fit / aren't eligible to be jettisoned via the cargo hold, but perhaps be obtained in a damaged state requiring some fancy components to fix should someone else blow up the transporting commander's ship.

Oh, wait, there's that gameplay element again. Never mind.
Damn, I've reverse ninja'd myself (Samurai'd?) by quoting a post that echoes something I later typed in the same post I quoted the earlier one in... The previous sentence is confusing, but Dragoniv's idea about non ejectable modules in transit is such an obvious solution to @Robert Maynard's "problem" with players hauling modules as cargo, that I am genuinely surprised the highly esteemed Mr.Maynard didn't think of it himself. Its such an obvious solution to that issue that its been brought up a few times within this thread.
 

Ian Phillips

Volunteer Moderator
< Snip >
So either have the game be an MMO in which case develop it like one or drop the pretense and develop it as a 'Space Sim' and leave it at that.

This has exactly nothing to do with the subject of this thread, to whit:
Should be able to move modules in cargo.

Please lets stay on topic. Thanks everyone.
 

Robert Maynard

Volunteer Moderator
We can stop "gold farming" via modules for real world cash sales with one simple "mechanic" - because they are bolted to the ships hull rather than stored in the (presumably mechanised) cargo racks, modules in transit cannot be ejected, thus could not be "transferred", read sold,

The previous sentence is confusing, but Dragoniv's idea about non ejectable modules in transit is such an obvious solution to @Robert Maynard's "problem" with players hauling modules as cargo, that I am genuinely surprised the highly esteemed Mr.Maynard didn't think of it himself. Its such an obvious solution to that issue that its been brought up a few times within this thread.
Indeed - however that wasn't what I was replying to in one of the first responses to this thread:
If we can store them as cargo, we can sell them to other commanders. This bridges the gap for commanders who don't want to grind a size 8D lightweight sensor for their Annie..
Indeed - for cash, not credits - as we can't transfer credits in this game - nor circumvent the requirements of Engineering.
 
This has exactly nothing to do with the subject of this thread, to whit:
Should be able to move modules in cargo.

Please lets stay on topic. Thanks everyone.
You're absolutely right, for my part I apologize.

Short answer: Yes, I feel they should be moveable to cargo and back again.

It would be handy to be able to buy a number of modules from a dealer and be able to run them over to an engineer and then back to my home base for use in my other ships. things like that.
 
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Again, your opinion, which you're entitled to, but again doesn't make it fact. I have said over and over again what I've identified as the issue, you don't want to even acknowledge it, then there is no debate to have. Good day sir.
Nah, see, people have brought up many issues that you just kind of ignore by saying "no, those won't be issues", with the iron-clad logic of "because you say so". Which is not how it works.

I'm not obligated to continue to present arguments for you to just hand-wave. This is like playing tennis and when the ball skips past you, you just pull another out of your pocket and throw it over the net as if nothing happened.

Previous arguments apply and remain unaddressed.
 
Yes it is, you might want to check the previous pos....
You don't read well.


Or reading comprehension well.

I literally said its a specific VOLUME container that we just CALL a "ton".

And that the whole idea of the game treating it as a ton of mass is just wrong, because the game is incorrect about basically everything involving ship mass.


The "racks" are part of an automated handling system that needs a container of certain dimensions. As for them not having weight, well guess what:

the game is incorrect about basically everything involving ship mass.
 
Ship scavenging is one of the potential highlights of "space legs" - don a space suit, board the broken hulk of a wrecked ship, plasma torch out a few bulkheads and, using other mechanics not in game yet, extract and recover for example a damaged 7a shield generator to sell for "spares or repairs" for 30million. But this could conflict with the no to gold farming policy stance outlined above. Perhaps only NPC modules could be recovered, and CMDR's modules went up with the ship that would stop me listing my G5 modded 8A prismatics on eBay for $250, and making a play date with the buyer to kaboom my T9 and salvage the shields.

Actually I meant sell them back to the station rather than to an individual commander. It's a good point though.
 
Absolutely. Getting new players acquainted with what engineering actually does, in comparison to a stock ship, would bolster player retention. It would warm them up to the idea of the grind, and then they could make an educated decision based on actual first hand experience.
This thread, however, is not the way to do that. Having a low-level "general" engineer as part of the New Player experience would be nice, allowing the player to choose some simple mods for their ship, and rewarding a basic bushel of materials from some initial missions; enough for a few simple rank G1/2 mods at this intro engineer.

But again, just being able to drop an engineered module for somebody to pick up offers a lot of wholly unnecessary problems to the game.
 
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