There must be a better way to do these pre configured ships...

Ive been done getting interstellar ship with arxs

If you engineer modules you cannot store them, to remove you can only sell.

So no benefit in getting them, and worse than that waisted engineering materials to throw module away if you need to remove even temporarily
 
Omg I finally begin to understand what all the confusion is about. I better forget about purchasing the stellar version of the Panther Clipper then where I would have to buy ARX 30 EU worth for. Too sad. :(
 
The Asp Stellar, with stock 72Ly jump range and fuel scoop, is great for unplanned long range travel since you can instantly deploy it at any shipyard / detention center.

The T9 Stellar, and I assume Panther, is good for the non-hauler type of players who just want to quickly fly somewhere, deploy it, and start trading (like at a CG). Any unnecessary optionals can be replaced by cargo racks almost anywhere.

You could even swap from one to the other for the inbound/outbound trip...

Also, no rebuy cost, which is cool when you dare flying in Open at a CG.
 
Okay, I checked the options and came to the conclusion that getting a Panther Clipper for ARX does not make any sense at all to me regarding the stellar version for obvious reasons and the standard one because you will get it for a few Credits from starport soon and the standard ARX Panther seems not to offer anything except immediate access that would be worth the real world money for ARX needed ... 👀
 
How often do you guys change out the engineering on your ships, vs just getting a whole new ship?
I got the Stellar Cobra Mk V, and the only core module I've changed is to switch out the FSD for the Titan pre-engineered FSD. I've lightly engineered the power plant & thrusters and a couple others, but I don't have any plans to change them for anything else.
I change around the optional modules all the time. Oh No! Lost that free cargo rack!
 
They did say that the modules couldn’t be removed, stored or transferred when the first early access ship was announced and launched.

There was a lot of arguments about it on the forums at the time.

The idea is I believe to stop people deploying the EA ship swapping the modules onto something else then redeploying the ship and repeating the exploit.

Being unable to remove the modules seems to me the simplest and therefore most reliable way to stop this.
An alternative would be that you can choose to store a module from the ship, but must pay its base purchase price to do so, which converts it into a purchased module. That would at least let you preserve any engineering on it.
 
Good to know that this is the case. I always thought the trade in value of the modules would just be 0 or something, but now that I think about it, that would make your rebuy cost unfairly low. It's tricky that's for sure. Maybe they could make it so they still have value for rebuy purposes but you can't sell them or transfer them to other ships, just store them.
 
Good to know that this is the case. I always thought the trade in value of the modules would just be 0 or something, but now that I think about it, that would make your rebuy cost unfairly low. It's tricky that's for sure. Maybe they could make it so they still have value for rebuy purposes but you can't sell them or transfer them to other ships, just store them.
The modules are worth 0, and the rebuy on the ship as deployed is indeed also zero (I haven't tried it yet, but that's what someone else said).

It seems the correct way to look at this is to simply consider that you have purchased three things...

1) The ability to deploy an A rated but not engineered version of the ship for free at any station or carrier with a shipyard, as long as it's not already deployed somewhere (and if it is you can remote sell it anyway).
2) The ability to purchase the ship in game with credits and outfit it yourself.
3) The ship kit and any other cosmetics.

If you think about it like that, it's not the end of the world, it could even be said to be a decent deal, but I was hoping to avoid spending a billion credits in order to engineer the modules. :D
 
If you think about it like that, it's not the end of the world, it could even be said to be a decent deal, but I was hoping to avoid spending a billion credits in order to engineer the modules. :D

Just engineer the flingin' flangin' modules. How often are you planning on selling your ship then redeploying it somewhere else anyway?
I just got done engineeritationalizing my modules today. Most of them are only grade 3 or less anyway.
 
Just engineer the flingin' flangin' modules. How often are you planning on selling your ship then redeploying it somewhere else anyway?
I just got done engineeritationalizing my modules today. Most of them are only grade 3 or less anyway.
Uh...because then they'd be stuck on the ship forever or thrown away (anmd therefore also the engineering materials), AND I'd not have the readily deployable ship. Seems like a bad decision overall :)

This could all be solved if you could store the modules, but they were always worth 0 if you sell them. This does still have the issue that someone could get a bunch of engineered A rated modules for free by redeploying the ship, so there has to be some additional control, such as you can't deploy a new version of the ship if any of its original modules are in your storage.
 
It would likely be trivial to fix this. Make them only assignable to the purchased ship. Easy peasy. Modules already have an identifier that says they belong to a purchased ship, just include the id type of the ship in question.

No swapping modules to other ships...no selling.. owners can temporarily reconfigure by storing... everyone is happy.
 
It would likely be trivial to fix this. Make them only assignable to the purchased ship. Easy peasy. Modules already have an identifier that says they belong to a purchased ship, just include the id type of the ship in question.

No swapping modules to other ships...no selling.. owners can temporarily reconfigure by storing... everyone is happy.
The issue would be if you redeploy the ship AFTER you have stored some modules.
Unless the stores modules magically make it to the deployed ship (which could be doable), you would have duplicates.
 
So? You can only use them on the purchased ship.....your dupes are useless...sell them for nothing if you have no use for them.
I think from a code perspective it would be easier to do the following check...

First, when you buy a ARX ship, on spawn, a ShipID is assigned to it that will always be the same. I think this is already the case to be honest.

New procedure: All modules are tagged with the ShipID variable they came from and the fact that they are 'free modules'. Therefore, they can only be sold for 0 and the game knows which ship they came from.

When you redeploy a ship, the following check is made:

If ShipID matches ANY ModuleInStorageShipID, do not allow redeployment. Also, if ModuleinStorageShipID is tied to an arx ship, do not allow the module to be fitted to any other ship.

This would allow people to engineer and store their original modules, but not sell them or use them on other ships, and is pretty straightforward from a variable sense (I know I skipped a few additional necessary definitions, but meh, you get the idea).
 
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I think from a code perspective it would be easier to do the following check...

First, when you buy a ARX ship, on spawn, a ShipID is assigned to it that will always be the same. I think this is already the case to be honest.

New procedure: All modules are tagged with the ShipID variable they came from and the fact that they are 'free modules'. Therefore, they can only be sold for 0 and the game knows which ship they came from.

When you redeploy a ship, the following check is made:

If ShipID matches ANY ModuleInStorageShipID, do not allow redeployment. Also, if ModuleinStorageShipID is tied to an arx ship, do not allow the module to be fitted to any other ship.

This would allow people to engineer and store their original modules, but not sell them or use them on other ships, and is pretty straightforward from a variable sense (I know I skipped a few additional necessary definitions, but meh, you get the idea).

I know it's do-able but you just know that's going to lead to all sorts of "why can't I deploy my Arx-ship???" moaning... especially if it turns out that one of the generic cargo racks from an Arx-ship is now bolted to the Cutter that you abandoned in Colonia when you got a shiny new PC2.

I recall, back when ED was new, there was an exploit where you could strip all the modules from a ship, sell them, sell the carcass of the ship and get more credits than the ship cost originally.
I'm guessing that was one of those "learning experiences" that was character-building for FDev and now they're wary of creating a similar situation again.

Obviously, they can just set the value of a module to Cr0 and nobody can get rich from deploying a ship and stripping modules from it but, if you have a bunch of Arx-ships in your fleet it, basically, means you have a fairly large stockpile of modules you could make use of, to outfit other ships, wherever and whenever you needed them... especially when used in conjunction with remote-engineering.

From there, I suppose FDev could just say "Screw it. let people use modules for whatever they want, given that they've paid cash for the ship they were attached to" but I guess they (quite rightly) realise that's a bit too exploity.

That being the case, if they did allow Arx-ship modules to be transfered, as you say, they'd have to implement some system whereby an Arx-ship couldn't be deployed after it's modules had been transfered, or perhaps the Arx-ship would spawn without the modules that have been transfered, or perhaps the Arx-ship would spawn intact but the transfered modules would disappear from storage or from the ship they're currently on.

Whichever option you choose (other than the "screw it, let people do what they want" option), it's going to be all kinds of convoluted and lead to complaints.


Honestly, I think FDev just made the Arx-ship thing too complicated.
It would have been a lot simpler if buying an Arx-ship just gave you one "free" ship, which you could deploy from any station shipyard, and it'd be treated like every other ship in the game once you deployed it and (as is already the case) the ability to buy more of the same model from shipyards.

All this "deploy your Arx-ship whenever you want" stuff just creates a load of extra problems.
 
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