Still more examples than I've seen on your side, but OK.A single example, you give a single example of something that MIGHT need to be rebalanced if they allowed cargo racks.
Yes that they'd not be improved significantly by your proposed changes. Anything with MIL slots that you're using in combat won't change and the other uses for theses ships are sub-optimal at best. The only outlier I can think of is the Exploraconda - although that has plenty of slots anyway.what about the other dozen or more ships that will be used more often with better results? Do you have anything to say about those?
Challenger.Here's my counter example :: [pick a combat ship name] is now marginally more useful in [pick a non-combat situation] and you will see more variances in play as opposed to the 8 different ships you see people flying around in now making the game more enjoyable for everyone. 13 combat ships x 4 roles (mining, exploration, everyday, hauling) brings us to 52 builds that improve. Let's save that for later.
"Half decent" is a massive stretch.Now, lets take your point of view on the T-9 being utterly destroyed and useless in this instance. Remember that 52 builds from earlier? You want to sacrifice 52 different half decent builds because of the single T-9 build?
Most people in the top 10% of any trade CG, OpIda...The T-9 is broken anyway (in my opinion) 75 million (67.5 if the buyer is smart) for a ship that requires no rank grind and has the 2nd highest cargo capacity in the entire game by 4? Are you kidding me? Who doesn't want to use this ship or actively use it when hauling?
Oh no. Anyway.Given your continued conduct in this thread I will not be responding to you anymore. Have a good one.
I did not say to unrestrict them. The very title of the post is "more options" not "unlock everything" for a reason.The objective of any change is not to just make the game easier, but to make the game deeper. Choosing to use an undersized module instead of a larger military module creates an interesting and deep choice for the player, whereas just unrestricting the slots entirely(even if only for certain options) does not.
You argue that many other modules could be considered military in nature, but fundamentally, ANY module could be considered 'military' in the right context. Ultimately, it's just a matter of semantics, and they've decided that some modules are military and others are not. You need more than just semantics to change that; you need solid reasons for why the change would make the game better, and as far as I can see, it would only make it easier.
It's because the shield generator is a single massive piece that wouldn't work if separated. These slots don't represent large box shaped rooms, they are much smaller and oddly shaped. It really boils down to a lore reason.The only module that doesn’t currently but feels like it should fit in a Military slot? Shield Generator.
Both SCBs and Guardian SRMs can go in a military slot yet the generator that they both “feed” cannot. That doesn’t make much sense.
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And i raise your point with a double wrong! It's a game, realism and other such niceties always come second to whether the game is fun and whether it is working the way the game makers wants it to work, in both cases you are wrong.
TL;DR
Make
There would be some unavoidable power creep but
I wouldn't be surprised if one day those military slots do get converted into regular slots, it may well seem like easy, low hanging fruit to someone not familiar with the reason why they were added.
As I said, "even if only for certain options."I did not say to unrestrict them. The very title of the post is "more options" not "unlock everything" for a reason.
I'm proving that their decision was incorrect and could and should be rectified (as a lot of suggestions tend to be in every stage). They can still keep the lore and balance of the game sound if they did this all the while encouraging a VAST amount of potential effective builds allowing for a more diverse experience.
At minimum HRPs - it makes no sense that a blob of armor in a random cargo bay magically protects the entire ship! Civilian ships should be limited to installing upgraded hull plating. Ideally, military grade hulls would then provide slots where you could add additional HRPs.Here's another idea. Restrict military modules to military compartments. The epic nerf hammer of doom!
It is funny isn't it? "Here we go guys, just pour this cargo bay full of concrete. That ought to do the trick!" Armor comes in 80 pound sacks of quik-crete that you just add water to and pour into the belly of your ship.At minimum HRPs - it makes no sense that a blob of armor in a random cargo bay magically protects the entire ship! Civilian ships should be limited to installing upgraded hull plating. Ideally, military grade hulls would then provide slots where you could add additional HRPs.
By the same logic, MRPs should probably be attached somehow to particular compartments or otherwise restricted to military slots. SCBs are probably okay though, FDev seems to imagine them as big batteries that could be tucked in anywhere and wired in to the shields.
Invalid argument. Again, just because it was implemented poorly and incorrectly the first time doesn't mean it shouldn't be adjusted now. The attitude of "this is how it is so deal with it" literally gets nobody anywhere. If this were the case we would all be playing V1.0.This is a problem of presentation.
When Frontier first introduced military slots they were listed under Core Internals, but people weren't used to scrolling down so they went unnoticed by many.
They were moved to optional internals in an attempt to make them more visible, but this had the side effect of making people see them as restrictions rather than additional armour for military ships. No slots were ever closed off, they were pure bonuses, but the UI makes it 'feel' restrictive.
People don't complain about not being able to put cargo racks in utility or core slots because those are clearly demarcated. IMO it would be much better for game balance if defences were more tightly controlled per ship and if slots / stacking was more restrictive not less; the power spectrum is already insanely wide as it is... but it should be done with thoughtful presentation so people don't get confused as to what's allowed where and why.
Right? They have no qualms about putting these "specialized military parts" in the non-designated slots and having them accomplish the exact same thing in the exact same manner. So what is it I wonder? Literally none of the counter arguments have come with a decent point and a few of them have even directly contradicted themselves within the same comment just proving that their points against me are nul and void.It is funny isn't it? "Here we go guys, just pour this cargo bay full of concrete. That ought to do the trick!" Armor comes in 80 pound sacks of quik-crete that you just add water to and pour into the belly of your ship.
At the end of the day it is still a video game and being such my proposal opens up a lot of ships to other areas overall improving the game greatly while maintain immersion and being logical. Should some things be rebalanced afterward? IDK we would have to see.At minimum HRPs - it makes no sense that a blob of armor in a random cargo bay magically protects the entire ship! Civilian ships should be limited to installing upgraded hull plating. Ideally, military grade hulls would then provide slots where you could add additional HRPs.
By the same logic, MRPs should probably be attached somehow to particular compartments or otherwise restricted to military slots. SCBs are probably okay though, FDev seems to imagine them as big batteries that could be tucked in anywhere and wired in to the shields.
Again, ALL ships are multi role ships. You need to understand that if we are to have a reasonable discussion.Next weeks thread: Multi-role ships are not worth using any more. Give them more internals!![]()
How about the fact they have blatantly contradicted themselves? How is that reasonable? Again, what power creep? Oh, no the military ships get moderately better at doing non military things. Oh, no, the Cutter (requiring hours of grinding and at 3 times the cost) can carry 10% more cargo than the T-9 as opposed to .5% more.I think most of the negative responses and resistance to change in this thread are a quite reasonable desire to avoid or delay that inevitable power creep.
Again, ALL ships are multi role ships. You need to understand that if we are to have a reasonable discussion.
Will it really do that? can you give 5 examples of that? I mean, you have been going on and on about how this will open up ships for other things... so what ship and what areas are we open them up to, that they cant really do today..At the end of the day it is still a video game and being such my proposal opens up a lot of ships to other areas overall improving the game greatly while maintain immersion and being logical. Should some things be rebalanced afterward? IDK we would have to see.
You seem to have misunderstood my post as defending the status quo. I was pointing out that this is an example of Fdev having dropped the ball, just not in the way you initially implied. I don't believe opening military slots would be good for game balance, nor do I believe they're currently implemented as well as they could be.Invalid argument. Again, just because it was implemented poorly and incorrectly the first time doesn't mean it shouldn't be adjusted now. The attitude of "this is how it is so deal with it" literally gets nobody anywhere. If this were the case we would all be playing V1.0.
If you read my post again you'll see that I'm actually in favour of restricting defensive module stacking. The health spectrum in Elite is absurdly wide and is not conducive to a healthy ecosystem.If you were correct, it would be the former but it appears to be the latter as FDEV has made it available to put them in any optional slot
You've assumed I want to have and eat cake when actually I want a muffin. Please don't conflate my post with the arguments others have made.So which is it? You can't have your cake and eat it too.
You have provided 0 evidence as to how it would be a bad thing and only shown blind fear to change.You seem to have misunderstood my post as defending the status quo. I was pointing out that this is an example of Fdev having dropped the ball, just not in the way you initially implied. I don't believe opening military slots would be good for game balance, nor do I believe they're currently implemented as well as they could be.
If you want a more restrictive game where you are shoehorned into a role based on what ship you buy, go play Star Citizen. Elite dangerous is a canvas where any ship can do anything and that is what attracted me and many other to it. I've even gotten to stop playing SC simply because of that fact.If you read my post again you'll see that I'm actually in favour of restricting defensive module stacking. The health spectrum in Elite is absurdly wide and is not conducive to a healthy ecosystem.
What is a muffin but a savory cake? If you don't want me to conflate your arguments, then maybe you should make the same bad arguments others are making.You've assumed I want to have and eat cake when actually I want a muffin. Please don't conflate my post with the arguments others have made.
Based on how multiple people are freaking out on how this would destroy the entire balance of the game you'd think I wouldn't have to. Simply applying some critical thinking and a tad bit of logic it is easy to see that by making ships less restrictive, they get better at a variety of other things.Will it really do that? can you give 5 examples of that? I mean, you have been going on and on about how this will open up ships for other things... so what ship and what areas are we open them up to, that they cant really do today..
Because as far as I am aware, you can already do just anything with any ship today. But the absolute majority of players will choose one of the better suited ships for task, and I have yet to see anything from this suggestion that would change that..
If anything, lets move back the military options to the core internals...
Definition of Multirole :: Pertaining to, or serving in, many roles.I think you are using a broader definition of the description than Sylow (and the game designers). Any ship can be made to do any task. Some will be better at those tasks than others. Some are more evenly balanced.
Definition of Multirole :: Pertaining to, or serving in, many roles.
It doesn't say anything about needing specific requirements in every aspect to be a multirole. It doesn't have to be good at everything, just functionable which all ships do that. You stop to think that maybe theirs is too restrictive? Not to mention that those ships that are already at the top of their specializations will most likely stay there or at least very near the top.
you are using a broader definition of the description than Sylow (and the game designers).