Deploy/Redeploy purchased ships.

I understand that storing components from an ARX purchased ship is not good for the obvious reasons. But would it be possible to have the option that if you engineer components on ARX purchased ships to be able to "sell" back the ship for 0 credits and keep the engineering intact? For example engineering the SCO FSD in the new Panther Clipper but wanting to sell it back so you can redeploy at another station that you travel to in a more jump friendly ship. Maybe I am misunderstanding things but it seems that engineering is pretty much a waste of mats since you lose the component when you sell back the ship and thus the mats you expended for the engineering.

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I understand that storing components from an ARX purchased ship is not good for the obvious reasons. But would it be possible to have the option that if you engineer components on ARX purchased ships to be able to "sell" back the ship for 0 credits and keep the engineering intact? For example engineering the SCO FSD in the new Panther Clipper but wanting to sell it back so you can redeploy at another station that you travel to in a more jump friendly ship. Maybe I am misunderstanding things but it seems that engineering is pretty much a waste of mats since you lose the component when you sell back the ship and thus the mats you expended for the engineering.

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If all you have done is engineered the Panther and not added any modules why not move it by ship transfer which should only cost time.

Yes engineering the modules it came with has to be considered as net loss if you don’t intend to keep the ship, however only engineering to a maximum of G3 possibly without experimentals is fairly cheap in materials.
 
Losing the component is a wash since you get the credits back. Losing the engineering is a loss of time/effort gathering the mats.
True, paying for ship transfer is a possibility.
Guess I'm falling prey to the instant gratification mode.
A more convoluted way I thought of would be to buy a duplicate of the component you want engineered. Install that in the ship and engineer it then switch back to the original when you sell back the ship. Makes my head hurt thinking about it.

Your way seems best
 
IMHO the ship should "shed" the modules that is different than what it's coming with by default especially if they're engineered. Since you can only deploy 1 at the time as I understand ideally the ship should keep the modules that are on it already but moving the modules to the hangar automatically ( since you have no way to access the outfitting UI remotely ) would be the next best thing. I guess its too much to ask lol.
 
The issue is if it's an original component. In my case I deployed the Panther and then engineered the SCO FSD for long range. I also went to Felicity Farseeker and got the experimental mass manager. I also installed a grade 5 FSD booster ( replaced a cargo bay) I can
pull the FSD booster and store it to be re used. I can't pull the and store the SCO FSD because it's an original component. I am not sure how the "sell back" would work. If I left the FSD booster in I would get a sell back for the credits it cost. With engineering there are no credit costs so I imagine your sell back is 0 credits. Since the hanger knows your SCO FSD is " original equipment" and won't let you store it or `sell for credits. I am not sure why it can't see it the same way if it's engineered also.

My thoughts are if I do a trip to Colonia in my Asp explorer and then want to do some heavy hauling the time and cost for transfer of the Panther would be rather high.

I get that the design is for not being able to buy a ship for ARX and sell it or components in game

In short I am wishing that when you "sell" a ship back it would just sell for 0 credits and keep any modifications you made. Components and engineering. Especially since Frontier mad a big show of the possible mods to the Panthert pre - release. Shoud have had a disclaimer that you could mod yes, but loose the mods when selling back,
 
If this thread is about the exploit of hauling with a early acces ship, selling or destroying it so you can instantly re-deploy from a resource location, then get bent. I recently heard and finally understood (because my brain doesn't work that way) what players are doing with EA ships. I think the opposite, you sell or destroy a EA ship there should time out before you can re-deploy that ship. Maybe Zorgon Peterson has to fly you out a new one, or you have to go to certain shipyard docks to redeploy it.

Who ever players are doing this, you have a problem, play the game the way it's meant to be played, and stop exploiting for you lack of patients. Then ask yourself- are you playing the game, or is the game playing you?
 
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My thoughts are if I do a trip to Colonia in my Asp explorer and then want to do some heavy hauling the time and cost for transfer of the Panther would be rather high.

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I haven't actually had the occasion to try this with an EA ship, but the cost of shipping any ship is based on its cost and a distance multiplier.

With the cost being only that of a module then the cost of transferring the ship should be the same as that module.

Of course from the bubble to Colonia is still going to be 65? hours.
 
Interesting. How would they calculate the cost of transfer for a ship with no in game set value? It's docked in the bubble in pristine untouched deployed stratus and you used a different ship to jump to Colonia and want to transfer it out to you. Whats the cost in credits?

edited for clarity
 
I haven't actually had the occasion to try this with an EA ship, but the cost of shipping any ship is based on its cost and a distance multiplier.

With the cost being only that of a module then the cost of transferring the ship should be the same as that module.

Of course from the bubble to Colonia is still going to be 65? hours.

Interesting. How would they calculate the cost of transfer for a ship with no in game set value? It's docked in the bubble in pristine untouched deployed stratus and you used a different ship to jump to Colonia and want to transfer it out to you. Whats the cost in credits?

I succumbed to temptation and bought a Stellar PC2 today (wanted to earn some moolah) - I checked with the transport costs and it was purely based upon the two changes I made (6E cargo rack in place of the fuel scoop and 2E cargo rack in place of the SCA) - So those two modules made the rebuy cost 15550 (ish) and the cost to transport just over 25 ly was about 1550 (9 minute transit). - Presumably the cost of transferring a stock ship would be zero (since 0cr rebuy) no matter the distance? - I shall have to remember to experiment with that by selling those cargo racks I bought.

I experimented with that as I wanted to go all crazy on the engineering and so my future usage would be transferring rather than the sell/redeploy.


BTW - I can't see why they outfitted the stellar with all those weapons - surely you wouldn't want to fight in it?
 
So I decided to experiment. I went back to Jameson Memorial and deployed an EA type 9. I went back to Starlace ( current CG) and asked to transfer it. It was 1000 credits and 25 min ( 121.03 ly). The type 9 was an un modifed pristine deploy. So evidentially there is a method to calculate transfer costs for a ship with no in game credit value.

Agreed. Fighting when primary goal is hauling is not something I want to do either. But it looks like no gain to dump the weapons.

I too am flying the PC2. I dumped a cargo rack for a G5 FSD booster and engineered the FSD for G5 long range and mass management. My thoughts are by reducing number of jumps to haul I decrease odds of interdiction and increase profit per hour. I am getting 40.26 ly as it sits on the pad empty minimum is 29.51. Even at reduced capacity to have the FSD boosterI still eke out about 40 million per one way run in the current CG

So my final thoughts are: If I decide to do big cargo runs in Colonia I need to have my engineering mats maxed before going and then deploy the PC2 there and engineer out there

edited for clarity
 
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since you can only deploy one purchased ship at a time of a given ship, and we know the modules have an identifying field that marks the as being from a purchased ship (shopping bag icon)...then it should be trivial to have a field, if not already, associated to such modules that designate which type of purchased ship they belong to.
Then you would be able to store such modules and there is no risk of using them anywhere but on the ship they are intended for. Everyone is happy. No? Why they didn't go that route? Who knows.
 
I forgot to come back on this thread. I tested out the transfer costs and no matter the distance*, the 0 rebuy arx-bought stock ship cost was 1,000 cr - any replaced module produces an additional cost to that depending upon the module value and the distance of the transfer.

I just sold the two addon modules I had fitted and that reduced the transfer cost to that 1,000cr.

* N.B. I only tested within the bubble.
 
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