Ability to place multiple lower class modules in higher class slots

Hi devs,

Can we have the ability to place multiple lower class opt internal modules into higher class slots?

E.g. two class 1 modules can be purchased & placed in a class 2 slot, or a class 2 & class 3 module can be placed in a class 5 slot, etc.

This would give cmdrs massive flexibility and individualism for their ship loadouts.
 
Another "give us more, for less" post...

[squeeeee] Ah, another "give me more for less cost" thread.
First, you are confusing "size" with class or more properly, "rating".
Also, no amount of flogging that dead horse is going to bring it to life .
No, we cannot put multiple smaller-sized modules into a larger slot.

Example:
A fixed size 2 multi-cannon does 2.2 damage and costs 76,000 credits.
A fixed size 3 multi-cannon does 3.9 damage and costs 140,400 credits.
A fixed size 4 multi-cannon does 4.6 damage and costs 1,177,600 credits.

If a CMDR could put two size 3 fixed multi-cannons onto a size 4 hardpoint this would allow a total damage output of 7.8 compared to a single size 4 multi-cannon's 4.6 damage, at a cost of only 280,800 credits.
That's a reduction in cost of of 88.1% with an increase in damage of 47%.

If a CMDR could put two size 2 fixed multi-cannons onto a size 4 hardpoint this would allow a total damage output of 4.4 compared to a single size 4 multi-cannon's 4.6 damage, at a cost of only 76,000 credits.
That's a cost savings of 96% with only a 5% reduction in damage output.

In what universe would the developer and the players allow that? And as for the optional module slots, the devs are not going to allow anyone to double up on modules, 'nuff said.
 
Last edited:
The problem with allowing multiple smaller modules, is that compared to a single larger module, the smaller modules collectively are better.

A single class 5 HRP, (which takes up equivalent space to 32 Tons cargo) is 390 hull points.
A pair of Class 4 HRPs, (taking same equivalent cargo volume) is 660 hull points.

AFMUs stack in a similar way, as do all the structural reinforcement types. SCBs are the exception, scaling far more linearly.

If this could be addressed, then I'd like to see a module that allows subdivision of internal space. Perhaps not 1-to-1 efficiency, but more like optional dividing into 3 bays of 2 classes lower.
 
If a CMDR could put two size 2 fixed multi-cannons onto a size 4 hardpoint this would allow a total damage output of 4.4 compared to a single size 4 multi-cannon's 4.6 damage, at a cost of only 76,000 credits.
That's a cost savings of 96% with only a 5% reduction in damage output.

I didn't run the numbers but would that cause power draw issues as well? I could see maybe this being an optional internal slot only kinda thing where you could put a size 2 hull reinforcement and size 2 module reinforcement in a size 4 slot or something similar. Might could help mining equipment a little on optional internal slot challenged ships. Looking at the Asp Scout as an affordable ship, you could put max size cargo racks in the first three slots for 56t cargo, then next slot down a 3 size shield generator, then you have two size 2 slots left. You could put a size 1 collector limpet and size 1 prospector limpet in the first one and a size 1 refinery and size 1 fuel scoop in the other. No weapon advantage but now you can use this ship for mining, albeit not very fast, and still have some protection.
 
Last edited:
Could be balanced by requiring you to buy an “adaptor” which - much like the Vehicle Hangars - would then have sub-slots. Cost of the adaptor could be tuned to make things a little more balanced, eg: Huge -> 2x Medium hardpoint adopter would be relatively cost effective but Huge -> 2x Large would be very expensive. I would also suggest Damage (less) and Power/Heat (more) modifiers should apply to the weapons mounted onto the adaptors due to them operating under “extreme” conditions so close to other weapons. Similar cost and power/heat factors could be added for internal compartment “splitters”.

Would - for example - allow you to mount 4x AX MultiCannon in prime firing position on a Corvette for bug hunting ...
 
Hi devs,

Can we have the ability to place multiple lower class opt internal modules into higher class slots?

E.g. two class 1 modules can be purchased & placed in a class 2 slot, or a class 2 & class 3 module can be placed in a class 5 slot, etc.

This would give cmdrs massive flexibility and individualism for their ship loadouts.

Frontier said they were considering the idea to let you put smaller slots inside bigger slots.
Dont know if they plan on going through with it or not though.
 
WOW People actually sit around and think this s___ up. We already can put a size three in a class 6 slot, asking to put more in a large slot is lunacy at best.
Use it or lose it, not to hard to figure out.
 
WOW People actually sit around and think this s___ up. We already can put a size three in a class 6 slot, asking to put more in a large slot is lunacy at best.
Use it or lose it, not to hard to figure out.

It would give you the ability to use a larger slot for multiple smaller modules. If you have a size 4 slot but only wanted to use a size 3 shield generator then you could add a size 1 something else. Space efficiency instead of just having unused space in a limited space vessel.
 
[squeeeee] Ah, another "give me more for less cost" thread.
First, you are confusing "size" with class or more properly, "rating".
Also, no amount of flogging that dead horse is going to bring it to life .
No, we cannot put multiple smaller-sized modules into a larger slot.

Example:
A fixed size 2 multi-cannon does 2.2 damage and costs 76,000 credits.
A fixed size 3 multi-cannon does 3.9 damage and costs 140,400 credits.
A fixed size 4 multi-cannon does 4.6 damage and costs 1,177,600 credits.

If a CMDR could put two size 3 fixed multi-cannons onto a size 4 hardpoint this would allow a total damage output of 7.8 compared to a single size 4 multi-cannon's 4.6 damage, at a cost of only 280,800 credits.
That's a reduction in cost of of 88.1% with an increase in damage of 47%.

If a CMDR could put two size 2 fixed multi-cannons onto a size 4 hardpoint this would allow a total damage output of 4.4 compared to a single size 4 multi-cannon's 4.6 damage, at a cost of only 76,000 credits.
That's a cost savings of 96% with only a 5% reduction in damage output.

In what universe would the developer and the players allow that? And as for the optional module slots, the devs are not going to allow anyone to double up on modules, 'nuff said.

Woah ... were did I mention hardpoints? Were did I mention spending less money? I asked only for opt internal and didn't ask for any freebies. At ease cmdr, relax.
 
Could be balanced by requiring you to buy an “adaptor” which - much like the Vehicle Hangars - would then have sub-slots. Cost of the adaptor could be tuned to make things a little more balanced, eg: Huge -> 2x Medium hardpoint adopter would be relatively cost effective but Huge -> 2x Large would be very expensive. I would also suggest Damage (less) and Power/Heat (more) modifiers should apply to the weapons mounted onto the adaptors due to them operating under “extreme” conditions so close to other weapons. Similar cost and power/heat factors could be added for internal compartment “splitters”.

Would - for example - allow you to mount 4x AX MultiCannon in prime firing position on a Corvette for bug hunting ...

Yes, I was also thinking of balancing out the benefit with some sort of slot splitter adapter that you could buy, or even aquire maybe via some new engineering options.
 
Back
Top Bottom