Problem: Not everyone wants to create separate specialised ship loadouts that you never change, especially with the grind cost of engineering. It's much more efficient to reuse what modules you have already engineered, whether they are in storage or already installed on another ship you're not using.
The problem is that this process is painfully inefficient and time-consuming. You have to use a ship you want modules off, save them to storage, go back to the other ship, load them up, rinse repeat.
Solution: Ship loadout presets from ALL modules you have stored, whether they are in storage or currently installed on a ship you are not using.
Eg: Python might have loadouts for:
. Passenger runs
. Mining
. Trading
. HGE/USS farming
. Exploration
. Combat
. Ground attack/CZ support
etc etc
Not hard to do technically, as most of the elements are already in place with the new UI. Edit: Referring to Odyssey here, as that is the ED direction.
It tells you how many modules of a certain type in storage, it's just missing the ones installed on your other ships.
There is no logical reason you should not also be allowed to access modules installed on a ship you're not using. It's in the hanger, you're not using it, just send the engineer bot around to pull it out.
It could also be a 2-step process:
1. Configure your ship from all your modules, stored/stored on other ships/newly bought. Play with loadout as per Coriolos.io or https://edsy.org/ , something a little more in depth than the current minimal ship stats feedback you get when outfitting.
2. When satisfied, press the "install modules" button and do the magic.
Then add a loadout preset system to save/edit/load/delete ship loadout presets.
I don't think I'm missing much here technically, no? The stored ships are just file descriptions.
Error checking would be needed obviously, if you deleted or modified a module used across presets, but that can be handled in various ways from simple to more complex.
Simple as possible for a V1, more complex as it develops.
But the UX for working with ship loadouts would be much improved, as the current workarounds (swapping, ships as storage, etc) are really a pitfa if you do it a lot.
A simple roadmap could be:
1. Make ALL modules you have accessible from the module access UI in outfitting. Annotate whether it's in storage or what ship it's on. This would be a simple load individual module instantly type thing as it is currently, but include access to all modules wherever they are.
2. Add a preset system as described in the 2-step system above, with simplified error checking
3. Add more complex use case solutions as needed and based on user feedback
Bonus: That could be a very cool animated sequence too, cuts away to the hanger bay and watch the engineer bots go to work like an F1 team. [ok, you can do that later, a static placeholder screen would be fine for a V1 as long as the modules/presets are in place as described]
The problem is that this process is painfully inefficient and time-consuming. You have to use a ship you want modules off, save them to storage, go back to the other ship, load them up, rinse repeat.
Solution: Ship loadout presets from ALL modules you have stored, whether they are in storage or currently installed on a ship you are not using.
Eg: Python might have loadouts for:
. Passenger runs
. Mining
. Trading
. HGE/USS farming
. Exploration
. Combat
. Ground attack/CZ support
etc etc
Not hard to do technically, as most of the elements are already in place with the new UI. Edit: Referring to Odyssey here, as that is the ED direction.
It tells you how many modules of a certain type in storage, it's just missing the ones installed on your other ships.
There is no logical reason you should not also be allowed to access modules installed on a ship you're not using. It's in the hanger, you're not using it, just send the engineer bot around to pull it out.
It could also be a 2-step process:
1. Configure your ship from all your modules, stored/stored on other ships/newly bought. Play with loadout as per Coriolos.io or https://edsy.org/ , something a little more in depth than the current minimal ship stats feedback you get when outfitting.
2. When satisfied, press the "install modules" button and do the magic.
Then add a loadout preset system to save/edit/load/delete ship loadout presets.
I don't think I'm missing much here technically, no? The stored ships are just file descriptions.
Error checking would be needed obviously, if you deleted or modified a module used across presets, but that can be handled in various ways from simple to more complex.
Simple as possible for a V1, more complex as it develops.
But the UX for working with ship loadouts would be much improved, as the current workarounds (swapping, ships as storage, etc) are really a pitfa if you do it a lot.
A simple roadmap could be:
1. Make ALL modules you have accessible from the module access UI in outfitting. Annotate whether it's in storage or what ship it's on. This would be a simple load individual module instantly type thing as it is currently, but include access to all modules wherever they are.
2. Add a preset system as described in the 2-step system above, with simplified error checking
3. Add more complex use case solutions as needed and based on user feedback
Bonus: That could be a very cool animated sequence too, cuts away to the hanger bay and watch the engineer bots go to work like an F1 team. [ok, you can do that later, a static placeholder screen would be fine for a V1 as long as the modules/presets are in place as described]
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