Farseer Stuff-Up..

Completely illustrates the point that the game should show current, and considered effects of the pending 'upgrade'.

I agree with this.

Of course, it's perfectly technically correct right now, as, the module could be put on other ships, so it's showing you the direct stats, which will be applied to any ship you put it on.

However, the information you ACTUALLY want to know, isn't often there.

With an FSD range upgrade, I feel like it would make sense ,to tell you the FSD range you will have if you apply it. I mean... surely?
 
I agree with this.

Of course, it's perfectly technically correct right now, as, the module could be put on other ships, so it's showing you the direct stats, which will be applied to any ship you put it on.

However, the information you ACTUALLY want to know, isn't often there.

With an FSD range upgrade, I feel like it would make sense ,to tell you the FSD range you will have if you apply it. I mean... surely?

Yes, and this has been requested and discussed in this forum several times. But no response from FD.
 
This is why I always store the old grade 5 FSD and take a new one to Farseer.

There ya go.

I don't mind "rolling the dice" (pun intended) with various modules but when it comes to the important modules of my most useful ships I always buy a new module, ship it to the engineer in question, fit it, get that engineered and then see which is the best, remove the mod' on the worst of the two, fit that one and go back for more.

It's not quite as straightforward as "every roll is better than the last one" but it provides the same result.

*EDIT*

Also, my AspX Explorer has a 57Ly jump range so, nyah-nyah! :p
 
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