I can’t believe this hasn’t been suggested before. It’s an idea that I kicked around in my head a few years ago but now I’m back to play Odyssey, I have the idea fully formed and present it here. If you think it is a good idea then please ‘Like’ and hopefully one day soon we can see it implemented in game. It would also be really nice if this was implemented BEFORE ship interiors so they can't turn around once we do have these saying "it's now too complicated to do".
Fundamentally the concept is that of flexible (optional) interior spaces on ships. So let’s say that my ship has a class 3 compartment. For the usage I am trying to set the ship up for, I don’t need a class 3 module but if I fit a class 2 in that space why should the other half of the class 3 compartment just be wasted space? (that space still exists). What should happen is if I put a class 2 module in the class 3 space the ship ‘outfitting system’ should automatically generate an empty class 2 space, that I could then put a second class 2 module in if I choose to.
For those that haven’t realised, as each compartment class goes up the space is doubled. So a class 2 is twice the space of a class 1, a class 3 is twice the space of a class 2, a class 4 is twice the space of a class 3 and so on . . . So when you fit a smaller module into a larger slot you instantly waste half the storage (or more if you put an even smaller module in). Why should this space be wasted.
As far I can see this should be a really easy system to implement (program). A proviso could be that you can only install a module 1 size lower in any given slot. This would then generate an ‘empty’ slot of the same size as the smaller module. This also means that the smaller modules could be ‘nested’. E.g. You fit a class 4 module into a class 5 slot, generating an empty class 4 slot. You then fit a class 3 module into the new empty class 4 slot, generating an empty class 3 slot. You then fit a class 2 module into the new empty class 3 slot, generating an empty class 2 slot. The base limit obviously is that you can fit two class 1 modules into a class 2 slot. If you don’t want to use the bigger ‘generated’ slots then you could just pad them out with storage modules.
Why is this a good idea? It gives us, the Cmdr’s, the ultimate flexibility in outfitting our ships. It comes into its own when moving from small ships to medium or larger ships where you often are limited by the number of optional slots available NOT the actual space available, as it should be (so it feels like even though you have a hugely bigger ship, you are still limited by the space available)! It will give one a lot more choice of ship when trying to kit out a passenger vessel or especially a mining one where currently there are only a couple of viable choices and even these you end up having to compromise because of the limitations on the number of optional slots.
Ultimately it gives the commander more choices - This can only be a good thing for the game.
Once I can get back in the game I will take a couple of screenshots and try and do a 'mock-up' of what it should/could look like in practice.
Fundamentally the concept is that of flexible (optional) interior spaces on ships. So let’s say that my ship has a class 3 compartment. For the usage I am trying to set the ship up for, I don’t need a class 3 module but if I fit a class 2 in that space why should the other half of the class 3 compartment just be wasted space? (that space still exists). What should happen is if I put a class 2 module in the class 3 space the ship ‘outfitting system’ should automatically generate an empty class 2 space, that I could then put a second class 2 module in if I choose to.
For those that haven’t realised, as each compartment class goes up the space is doubled. So a class 2 is twice the space of a class 1, a class 3 is twice the space of a class 2, a class 4 is twice the space of a class 3 and so on . . . So when you fit a smaller module into a larger slot you instantly waste half the storage (or more if you put an even smaller module in). Why should this space be wasted.
As far I can see this should be a really easy system to implement (program). A proviso could be that you can only install a module 1 size lower in any given slot. This would then generate an ‘empty’ slot of the same size as the smaller module. This also means that the smaller modules could be ‘nested’. E.g. You fit a class 4 module into a class 5 slot, generating an empty class 4 slot. You then fit a class 3 module into the new empty class 4 slot, generating an empty class 3 slot. You then fit a class 2 module into the new empty class 3 slot, generating an empty class 2 slot. The base limit obviously is that you can fit two class 1 modules into a class 2 slot. If you don’t want to use the bigger ‘generated’ slots then you could just pad them out with storage modules.
Why is this a good idea? It gives us, the Cmdr’s, the ultimate flexibility in outfitting our ships. It comes into its own when moving from small ships to medium or larger ships where you often are limited by the number of optional slots available NOT the actual space available, as it should be (so it feels like even though you have a hugely bigger ship, you are still limited by the space available)! It will give one a lot more choice of ship when trying to kit out a passenger vessel or especially a mining one where currently there are only a couple of viable choices and even these you end up having to compromise because of the limitations on the number of optional slots.
Ultimately it gives the commander more choices - This can only be a good thing for the game.
Once I can get back in the game I will take a couple of screenshots and try and do a 'mock-up' of what it should/could look like in practice.