Engineer Access to Stored Modules

I find myself racing against time scooting around the galaxy obtaining all the requirements to open up the engineers before 3.0 drops (could just be Project Fear 3.0). The jumping, the scanning, the shooting, the delivering, the mining - you know all that stuff on top of the effort you already put in to be able to buy that next ship and modules therein. The permutations are infinite.

Then you find you need some of the things you already have and a lot of other bits and pieces to get said modules engineered. This itself can take as much time and effort as unlocking an engineer and then multiply this by the number of ships and modules you would have accumulated over the years, you're looking at enormous time and effort to get your fleet ready for engineering

If it wasn't for the brilliant idea of Stored Modules and Ship transfers I'd have given this up and just stuck to moving slaves around Facece (sp) or worse uninstalling. These ideas have been great, can't applaud the developers enough for this. However, there is one fly in the ointment in having to drag each ship back and forward to get Core modules engineered in situ, which in my opinion, is a step beyond the pale of grind. This isn't actual game play now, it's dumb and dull and very much pointless and I believe could be very easy to fix.

This problem arises when you take a ship to an engineer and try to transfer in a smaller Core module than the default for that ship to engineer. Eg, trying to fit a 4A power unit into a Cutter. it wont come out of storage. You have no intention of using the ship, you just need the module attached to the ship so the engineer can work on it and you can do this just fine for Optional modules. If you notice none of the ships have identical Core modules so you need to bring the ship over. Guessing these days many many have upward of 20 ships - imagine all that pointless toing and froing - just wouldn't happen in 1900 let alone 3303!

I have thought about it - so a request.

Please allow the engineers access to the Stored Modules (local to that engineer).

The amount of time and effort already given up is more than enough and the prize of being able to get on with the game is priceless imo. One could dump what Core modules you want engineered into Storage - jump over to said engineer - apply mods - jump back around. Those with large fleets would save a lot of time.

Stored Modules are limited to 60 which considering the number of ships you can own is quite small when you tot up the different roles you can play, so if looking for a restriction keep it.
You'd be paying for module transfer in credits and wait time
You still need to fly around the galaxy back to where your ships are in order to transfer the engineered module back anyhow - it's what the post office does from a central sorting office!
Doesn't matter if you have say 60 power plants - you'd have done the work for enough ingredients to mod them (all that grind/game play accumulated already) and they are local to the engineer so let him/her get on with them.

Think about it, this is an actual benefit - no 200m cr/hr , no sidey station crashing griefing, no board hopping, no <insert whatever 'abuses' have taken place or are currently in place> - just something that in real life would happen in the normal logistics world. The larger the fleet size the more of a benefit.

If something like this is already in the 3.0 beta then please ignore.
 
Storage of ships and modules really does need some QoL work.

What you've mentioned just scratches the surface unfortunately. Although in itself is a very good point.

Storage limits, how you access modules on stored ships, GUI for stored ships/modules, purchasing GUI etc. etc. all needs work. I've got so many Vipers to store class 1 & 2 modules now it's daft and my stored modules list is dominated with class 3 and 4 modules I can't store in Ships. And I ain't going down the route of buying spare Corvettes to store the big stuff in, no I aint!

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Remote access will help with this, but only after you've visited the Engineers.
 
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I agree that the module storage capacity is rather <read extremely> limiting... I have a range of ships that I currently use just for module storage - A T10, a Cutter, a Conda (at least one) and a number of smaller ships for all sorts of modded experimentation that I am reticent to just sell off and 3 sidewinders just for storing CRCRs! Even doubling it would still be limiting but a whole heap better than it currently is!

Also, can we have some sort of module filter setting please???? A long list of stored modules is just a pain to scroll through when I just want to see which FSDs (or whatever) I have in storage!

Many Thanks in advance for these MASSIVE QoL improvements! :cool:
 
All good points - the number of stored modules isn't really and issue as there's plenty of locations to purchase new one. It just depends, like everything, how much of a rush one is in. The ability for the engineers to act on the Storage would be a massive quick in quality improvement. Has anything changed in 3.0?

oh the filter or at least a sort on module size or module type would be just ever so like 'how was that not even implemented' :-D
 
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