Ship Builds & Load Outs Attention, Fellow Bookmark Ship Owners! With 1.3 The Bell Tolls For Thee!

Like many others, I have a large number, 20+, ships that are markers and waypoints on the galaxy map. They are all stripped of all possible modules, to reduce the cost.

This is no longer going to be viable in 1.3's outfitting.

In case you have not survived reading the long, long read of changelog notes, one of them stands out: No more selling of ship modules and fittings at full price. They will sell for 90% of new. 10% loss, just like ship hulls.

Maybe, someday, along with the fabled orrery, we might get map marking tools.

This has other implications as well. You have a week to sell your extra ships.

Start jumping. Now.

Example: I have Alison the Asp. Her base cost is 6 MCr. Her *total* cost is over 16 million. Say I want to downgrade to a faster Cobra (Gladys). The Cobra's speed makes it much more survivable in inhabited space. The rebuy is a fraction of the Asp's. Currently, I can sell the Asp, and after stripping, incur a 600,000 credit loss. Next week, that loss will be 1,600,000 credits.

Nearly three times as much, in absolute costs. It's also 1 MCr you could use elsewhere. Larger craft will be worse.

Last Train To Clarksville. Time to sell, before taking the larger loss. Also, time to buy the best ship that fits you, and outfit it fully before the outfitting bay drains you 10% on each transaction.

So, if you are counting on using your full cost to upgrade/downgrade, after next week, you will be spending more. Or, if you are like me, need the liquid cash, maintaining a fleet of ships as sunk capital is now more expensive. Changing ships will require a lot of thought. Changing configurations even more.

So, you might be down to one ship, plus an alternate/backup ship for a different role. I've spent hundreds of millions toying around with ship variants. With 1.3's changes, you would incur the loss every time you changed modules/fittings.

This also hits at the idea of "ship taxi's" between systems as totally expendable objects. That big jump drive is going to cost you 10% on the end of the trip.

This also means that many commanders are going to be picking out home turf, in more ways than one.

I have a feeling that smaller, less expensive ships are going to be more popular, next week. :)

The Adder is looking prettier all the time. :)
 
I will be losing over 6 light-years of jump range by downgrading to Gladys. For an explorer, this *hurts*. I will also be losing the extra cargo capacity. As a trader, this hurts, too.

A pure fighter isn't my game style. But, I nearly lost Alison The Asp in the Terry Pratchett system, because it could not deal with a faster, more maneuverable opponent. And just *try* to survive a death squad of five Eagles or Sidewinders. The Cobra can run. And, the rebuy is much cheaper.
 
Not sure what you mean by 'bookmark ships' or how the new module sell price change will affect that. I do have a few Sidewinders scattered throughout space as 'bookmarks' just to tag useful/interesting systems, but they're purchased, and then they sit in storage at the station and never touched again.

As to the rest of my 'fleet', they're somewhat scattered as well. I've got a long jump range Hauler which has been my 'shuttle' between systems. I've sold and repurchased it a few times, so I guess I'd take a hit there. Though with the Hauler, the hit isn't too horrible; the biggest one being the ADS if I decide to put one on for unexplored systems between points A and B.

I guess for me it's the 'taxi' (or 'rental van' as I cal my Hauler) that'll get me, not the 'bookmarks' themselves.
 
This is going to make changing roles on a ship much more expensive. If I sell the advanced discovery scanner on my Cobra to put in a shield booster to make it more combat oriented, that's a 150KCr tax, then more money to change it back to exploring. Or changing a fuel scoop for a cargo bay & back again, or any number of other changes.

If this change is going to go live, they should add some way to warehouse expensive modules that we're going to want to use again.
 
I'm not a fan of the 10% refit tax - it definitely makes the game worse, even if it is obviously more realistic...but I don't think this has any effect on what you describe. Ship bookmarks will still be exactly the same - you buy a stock Sidey and leave it somewhere.

Personally I rather just write down the name of the system and station (and reason it's interesting), but whatevs.
 
They should add the ability to strip components from one ship for use in another or to store for future ship role changes. Otherwise this adds nothing to the game except a pain in the virtual wallet.
 
You have a week to sell your extra ships.

Start jumping. Now.

You got that wrong. I use mostly Zorgon Haulers for this, and they are both book marks and runabouts for when I go there. They are all fitted with full D gear and A rated FSD, docking computer and 3C fuel scoop.

While I argued against taking us for 10% until they give us hangars so we can keep our ship modules, in this case, I'm not phased either way, cause I will never sell them. I have like 12 million credits worth of Zorgon Haulers worth ~230k each sitting in stations of interest, and they are going to stay there, even if FD eventually gives us something as basic as bookmarks and maybe even a filter for our system list of celestial bodies.

Because I use them to do local stuff.
 
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