A 4E CR in a 6E slot is a stupid waste of space in 3310.
Not and old timer here, only 3.5 years in game, but I figure the 4E CRCRs came in a time when all you needed to carry was thargoid artifacts and a few samples, so I suppose 16 cargo slots was adequate enough.
16t was way later than the need for higher tonnage... if you can call it a need. There was a CG for the 1E&2E after the CG to bring CRCRs into the game, but we had Thargoid Sensors, Probes, Links and other Thargoid detritus, as well as the need to take tissue samples, probes and sensors out for the Guardian ruins missions, and collect large volumes of the detritus (resin, biological samples etc) to service inbox missions when you'd get to Obsidian Orbital in Maia.
1E & 2E were available through unlocking Palin.
4E only became available when Tech Brokers were introduced.
Back when farming Thargoid Sensors (then Unknown Artefacts) was comparably good income, my record was collecting and hauling 26t of the things. It was exciting stuff. When Class 1 and 2 CRCRs became a thing, and that activity was still good money, it was good enough that you need to consider the impact of putting so many C1&2s into higher-class things wasn't worth it, compared to bareback-hauling higher-tonnages in non-CRCR racks.
So what if the standard CRs become obsolete? It's called progress. Who's still using the old xeno scanner? Exactly. Besides, it's not like you'll be able to fit an entire ship with CRCRs only. There are no 3E and 2E of those.
I'll just emphasise that I did refer to the idea of eventually getting CRCRs in all sizes as part of my concern, of which unleashing 5E and 6E as regularly available would contribute to.
I don't disagree with the baseline sentiment, but this is a game. Outright removing mechanics and game loops in the name of "progress" is bad design... in this case the increased difficulty and planning usually needed for handling corrosive goods (at least, pre 4E racks, and the CG giving us temp access to one 5E and 6E).
Getting a bit OT, but depth of challenge to cargo hauling is something that's long been missing from the game. Milk runs for profit are fine, but we've never had needs like:
- Taking cargo into stations under fire (whether from AX or from Humans)
- Toxic Waste used to have salvage and transport missions associated with it. Though not nearly as dangerous as Thargoid cargo, in sufficient tonnage it could still prove a substantial risk.
- We actually had missions to transport Thargoid cargo, briefly. This seemed like an accident, and I unfortunately missed the boat on that (because it also caused the mission boards to wig out) , but the logistics of handling a hundred tonnes of this stuff when the biggest rack you had was 2t was considered; do you play it safe and run them 10t-20 at a time, five times, or do you fit a big rack and carry them clean, risking one run... or go a middle ground where you have some bare, but need to do two runs.
This is my concern... that there was actually challenge and thought required to how to ship these things around... FCs address that for the most part, but has a cost in terms of tritium. If we got CRCRs in all classes, might as well just not bother; remove the corrosive effect from the game and just
god-hand the effect away with a story about how all standard cargo racks are corrosive resistant as-standard.
Don't get me wrong, I don't hold any hope of FD actually realising the potential of this mechanic, so I'm not opposed to 5E/6E becoming available... just lamenting a completely missed opportunity. Could've been much more... and that's a shame.
EDIT: Oh, regular xeno scanner still has a part to play. 25% of the power requirement, better if power is tight.