Great Scott! It's gonna take me an hour or so just to download the change log.
Thanks FD, you guys rock. Haven't had time to read this entire thread yet but is there going to be supplementary documentation for all the new PowerPlay features?
No other game I have ever played had money as such a fundamental part of gameplay, and in no other game I ever played was there such a massive price for switching out "equipment". Most of us just want this change to come with the ability to store outfittings for later use instead of outright selling them even though we want them back at a later date.I am genuinely baffled by the volume of people that have latched on to one line in that huge changelog and shouting about how negative it is.
10% loss on sale of modules just makes sense. Think about ANY other game that has some kind of store to buy armour, weapons etc, every one you buy at (for the sake of illustration) 1000Cr, if you choose to sell they'll give you 800Cr, you can then re-buy it for the 800Cr you just sold it for if you change your mind.
To my understanding, the system as it stands after 1.3 still allows you to buy back a module even after you leave the station, provided you don't jump away.
10% loss on used modules is very acceptable and a mechanic that should have been introduced sooner IMHO, as it always felt "cheaty" to me to be able to sell a used component for abolsutely no loss.
in regards to storing modules, I'm not sure if that would be a good idea either, unless you're physically transporting them using up cargo space, because otherwise the ridiculously rich will just buy up all the modules and never have to spend another credit on outfitting. The more Credit Sinks the better. I'd also welcome a Hanger Storage tax (scaled by pad size) to limit people hoarding ships all across the galaxy without penalty.
The 10% loss in value should have been there from the start. Heck, some kind of jump drive decay & limits should have been there from the start.
I'm way too amused by the reactionsoh no, having to pay to refit a starship internals. The horrible realism or it all!
![]()
Of course the ultimate goal should be dynamic prices for equipment. There should be opportunities to trade in these things as well, or at least to find bargains.
I do agree however that storing gear should be implemented, with possibly a small fitting fee (which can be dodged once we get crew if we happen to have a grease monkey on our pay role)
I am genuinely baffled by the volume of people that have latched on to one line in that huge changelog and shouting about how negative it is.
10% loss on sale of modules just makes sense. Think about ANY other game that has some kind of store to buy armour, weapons etc, every one you buy at (for the sake of illustration) 1000Cr, if you choose to sell they'll give you 800Cr, you can then re-buy it for the 800Cr you just sold it for if you change your mind.
To my understanding, the system as it stands after 1.3 still allows you to buy back a module even after you leave the station, provided you don't jump away.
10% loss on used modules is very acceptable and a mechanic that should have been introduced sooner IMHO, as it always felt "cheaty" to me to be able to sell a used component for abolsutely no loss.
in regards to storing modules, I'm not sure if that would be a good idea either, unless you're physically transporting them using up cargo space, because otherwise the ridiculously rich will just buy up all the modules and never have to spend another credit on outfitting. The more Credit Sinks the better. I'd also welcome a Hanger Storage tax (scaled by pad size) to limit people hoarding ships all across the galaxy without penalty.
Of course the ultimate goal should be dynamic prices for equipment. There should be opportunities to trade in these things as well, or at least to find bargains.
All equipment should devalue as soon as you buy it ... Thats the realistic way it should be ...
If you have the ability to sell a ship and it has 100000LY on the clock then it should be worth a hell of a lot less .. And other players should then have the ability to buy said ship, knowing it could have major issues.
If people are moaning about 10% now, christ knows what it will be like once the game actually gets 'realisitc'.
and it only hurts those who are somewhat rich, but can only afford one big ship right now.
- Voice comms mix improvements for better audibility.
- Apply 10% price penalty when selling modules
This is bad on so many levels! No longer will we be able to experience with different module combinations and considering you have no personal module storage outside the ship, this change is just ridiculous.Apply 10% price penalty when selling modules
If I remember correctly this is what it was supposed to be like in the first place as well, but too many people complained about the idea of their ships losing value