Engineered Modules Increase Value

Simply concept,
Each grade that you apply to a module increases its value by a certain amount.

To avoid gaming the system, if possible it would be good to split the difference between its rebuy value, and resale value.
Additionally, I'd recommend scrapping the 100% resale value of all modules, and losing 10~% on all sold modules, now that we have modules storage.

Simply put, each grade of modification increases that modules rebuy value by its grade. (How much each item costs to replace on death). Repair costs also increase by this amount.
Grade 1 increases its rebuy value by 10%.
Grade 2 increases its rebuy value by 25%
Grade 3 increases its rebuy value by 50%
Grade 4 increases its rebuy value by 75%
Grade 5 increases its rebuy value by 100%
So a fully grade 5 modded ship will cost considerably more on a rebuy than a grade 0 or 1.

However, this could easily be gamed to farm huge amounts of cash, so another stat is also added, which is it's increase in resale value. (When selling the Modules)
Grade 1 increases its resale value by 5%.
Grade 2 increases its resale value by 7.5%.
Grade 3 increases its resale value by 10%
Grade 4 increases its resale value by 12.5%
Grade 5 increases its resale value by 15%.

If you take in to account the -10% loss from selling modules I recommended earlier, you could only profit from selling grade 4&5 modules.
If keeping the resale value of standard modules at 100%, then I recommend its modified resale value ranges from + 1-5% instead.

Thoughts?

CMDR Cosmic Spacehead
 

Robert Maynard

Volunteer Moderator
Understandable! The rebuy figures aren't exact anyhow. 5-50% would probably be better.

I'd tend more towards the 5% than the 50%.

Plus you can almost make a career from selling of unwanted grade 5 modules.

If it could be exploited, it would - as gathering materials / data for some G5 rolls is easier than others and there's no need to sell a "good" G5 roll, just any old G5 roll on the most expensive readily available piece of equipment available. Could be a very nice little earner with little time involved - as 5% profit from the sale of G5 modified Reactive Surface Composite armour for the Cutter would be c.25M Cr.
 
I'd tend more towards the 5% than the 50%.



If it could be exploited, it would - as gathering materials / data for some G5 rolls is easier than others and there's no need to sell a "good" G5 roll, just any old G5 roll on the most expensive readily available piece of equipment available. Could be a very nice little earner with little time involved - as 5% profit from the sale of G5 modified Reactive Surface Composite armour for the Cutter would be c.25M Cr.
Good point, I forgot armour is so expensive. Lol

And I doubt the game can price your modified module based on its new stats either....?
Probably possible, but more work than it's worth.
 
[Edit] Woops, didn't notice this had already been said. Cheers! [/Edit]

It's difficult for me not to look at it from a Cutter's owner perspective...

My beautiful lady already bleeds me 50M when I die, your proposition would slam that up to approx 90M...

Quite honestly, there's a limit to the amount of my time I want to waste doing nothing but paying for a completely non-productive ship rebuy.

Adding this would require compensatory mechanics in all cases.


Also, regarding the whole "reselling" thing : My Cutter's military-Grade armor is worth 188 000 000 all by itself. Some G5 armor mods aren't hard to get at all...

Oh, wait, reactive composites are worth almost 500 000 000 on a Cutter

Profit for 5 minutes of effort at 15% : 75 millions.

profit at even just 5% : 25 millions.

This would be so violently abusive it'd kill Sothis, Quince, and all their family in an instant!

Well... Now that we mention it... If it were implemented as is... All the other ways of abusing the game would die and I'd get a way of making 75M in 5 minutes... You know what? I'M IN!
 
Simply concept,
Each grade that you apply to a module increases its value by a certain amount.

To avoid gaming the system, if possible it would be good to split the difference between its rebuy value, and resale value.
Additionally, I'd recommend scrapping the 100% resale value of all modules, and losing 10~% on all sold modules, now that we have modules storage.

Simply put, each grade of modification increases that modules rebuy value by its grade. (How much each item costs to replace on death). Repair costs also increase by this amount.
Grade 1 increases its rebuy value by 10%.
Grade 2 increases its rebuy value by 25%
Grade 3 increases its rebuy value by 50%
Grade 4 increases its rebuy value by 75%
Grade 5 increases its rebuy value by 100%
So a fully grade 5 modded ship will cost considerably more on a rebuy than a grade 0 or 1.

However, this could easily be gamed to farm huge amounts of cash, so another stat is also added, which is it's increase in resale value. (When selling the Modules)
Grade 1 increases its resale value by 5%.
Grade 2 increases its resale value by 7.5%.
Grade 3 increases its resale value by 10%
Grade 4 increases its resale value by 12.5%
Grade 5 increases its resale value by 15%.

If you take in to account the -10% loss from selling modules I recommended earlier, you could only profit from selling grade 4&5 modules.
If keeping the resale value of standard modules at 100%, then I recommend its modified resale value ranges from + 1-5% instead.

Thoughts?

CMDR Cosmic Spacehead

Although I admit that I don't like to pay more credits for my rebuy I do think your suggestions are fair and make sense.
It will add a bit of depth. A system like this should be communicated clearly in the game though. Communication of game mechanics is lacking in general.
 
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