How many modules you still store in ships?

Hmm. Given when your ship is blown up, you can rebuy and get all your engineering mods restored, why don't FDEV allow us to optionally sell engineered modules, but retain an 'Active Blueprint' which can then be reapplied to a new bought module? You'd be allowed to store [in your inventory] up to, let's say - 100 active blueprints. Just like you can store 1000 materials, or 500 pieces of data.

In 'in game story' terms, this is perfectly consistent with whatever mechanism easily allows your local station to rebuild your engineering modules upon rebuy...

Perhaps FDev can slot it into release 2.8.23 in 2022? ;-)
 
You have more vultures than I have ships,and I am not short of cash.
Edit: I do have 5 ships, forgot my trade cutter.

The curse of power play weapons. That's what the vipers and the vultures are for - cost efficient storage.

I wanted to own every ship. But having tried them all I prefer cobra, clipper, asp and cutter so when I ran out of module storage the others stepped in. I could probably throw a lot of them away but you never know what the next meta will be...
 
You don't give any details of what modules you have and why you have them. But here's how I use module storage these days, after hitting the limit before, as you have now.

I realise you may not want to go all 'book-keeper' on this, but I would at least suggest listing what you've got to weed out any module duplication.

I hope that helped you.

Good point. I am not in game but at a high level I have a bit of most things now. I finished the Engineer unlocks a little while back so have played with most things. Kept those half decent rolls. There are maybe around 10 or so items that are low usage ones, maybe that could go or have lower end rolls. Those started to get sold to sort out my combat build on the Python. Like most pilots I have a few configs on the Python, from trader, passenger, mission running and combat. Much of the core stays, but optional internals change a lot and things like cargo racks or passenger cabins unmodded still stay in storage so I can quickly change without hunting for a rebuy somewhere. For each setup there, it might be 5 modules on average. Then I have a couple Dirty Drive rolls for a few size drives stored. These were rolled recently have several months of gather the mats so even though they do not have a use I cannot bring myself to sell them.

Then I have a range of weapons, which I use across any of the ships depending on what I need. Might be a good 15-20 various ones stored in different sizes. Room to narrow this down if I really needed to but thinking its better to store on a ship for now.

There are probably a few things I have forgotten .. oh Shield Boosters and the like .. a bunch of those stored for various heavy or resistance builds.

I do have spares as I said but don't feel I am excessively hoarding things.

I can surely sell some across the board, but after a good year working up the Engineers, all that time getting mats/data (most of which I felt I was throwing out along the way lol) its a hard pill to swallow (even if there might not be an immediate home for some of these modules right now).

Maybe I need to bite the bullet and get a couple Pythons and just not respec, rather change to the one I want pending the situation etc? Dunno .. feel the game is pushing me this way.
 
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I've never found the need to store modules yet. When I engineer-up a ship, it stays that way. If for some reason I want to switch loadouts, I'll buy another ship.
 
I have hundreds of modules stored on scores of ships spread across several stations.

Elite from 1.4 to 2.0 was for me 2% time on outfitting, 98% time flying.

Since 2.1 it's been 98% outfitting, 2% flying.
 
I don't understand why FD are unwilling or unable to give us decent module storage in the game. This thread alone tells us that people are using spare ships for module storage, whether it's 150 million for a spare anaconda or a couple of pythons, people are willing to pay huge amounts of in game cash for persistent storage. FD could easily add a couple of storage containers to the game that behave like ships (i.e. you can have them transported around the place for an in game fee and can fill them with a variety of modules). The art assets are even present for the ground installations if anyone ever needed to see one.

There's so many great possibilities out there when it comes to using the existing assets as storage that I do not understand why it hasn't been done already or isn't in development. Other companies cater to emergent gameplay like this and build on it as they get to grips with the needs of their player base, why FD don't or won't is beyond me.
 
Me too.I have 2 fgs and a conda for storage and will be adding another conda soon.
IMO we also need more mats storage,or lower synthesis costs.
 
I have a couple of Dropships for storage and a few smaller ships.
But I now have 5 (five) Anacondas, because of the sheer amount of modules to store. And I don´t like ripping apart a working ship just to try out something.

I have
a heavy MC Conda
a heavy Laser Conda
a 65 Ly extreme long range exploration Conda
a 60 Ly lightly armed trader Conda with Fighter
a 53 Ly 1000 Mj shield lightly armed exploration Conda with Fighter.

And I love engineering ships to the max.

o7
 
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