Is there a quick way to fit out ship when changing ship.

Would 177 million get me a cheap anaconda miner for laser and core
Only if you go really cheap. You certainly won't have something A rated and you'll also need to compromise in a few areas because of cost saving. I'm also assuming this would be bought in Li Yong Rui space for the 15% discount

For that price, I'd get a Python.
 
That could be extended to include the entire UI, not just Outfitting. The whole thing is horrible, every single screen. But agreed, worst of all of them, in my opinion, are the Shipyard and Outfitting screens. If you're old enough to remember monochrome CRT monitors from the late 80's / early 90's, the in-game UI looks a word processor on an Amber one.

If it pleases the court, I'd like to submit into evidence Exhibit A, showing here:

QkmS8.jpg

Call me a deviant, but that retro look gets me going. If anything FD should have gone full Nostromo, not less.

More on topic, you can also make ships with 'one stop' modules- tech broker kit, Guardian bits. Not ideal, but keeping it all Airfix and G1 speeds it up.
 
Only if you go really cheap. You certainly won't have something A rated and you'll also need to compromise in a few areas because of cost saving. I'm also assuming this would be bought in Li Yong Rui space for the 15% discount

For that price, I'd get a Python.
I have a python.
 
Would 177 million get me a cheap anaconda miner for laser and core
Adding core mining tools to a stock Coriolis mining Anaconda gets you something you could buy for just over 200 million, however I didn’t check to see just how awful that build suggestion is but I suspect it has the smallest Guardian power pack that would work and other bits of bad news as well.

So no.
 
Only if you go really cheap. You certainly won't have something A rated and you'll also need to compromise in a few areas because of cost saving. I'm also assuming this would be bought in Li Yong Rui space for the 15% discount

For that price, I'd get a Python.
I have a python.

Point is if you are concerned about credits, stick with the Python. If you decommission/sell-off your functional Python for an Anaconda you could end-up stuck without a functional mining ship. Of course I don't know what other ships you have, but I would keep a functional ship. A couple more hours in your mining Python and you might have lots of credits for additional ship.

Also remember to have enough credits for a rebuy insurance (5% value of the ship). I would recommend enough credits for a min 2 buy-backs.
 
Nope sadly Frontier is quite behind the times when it comes to basic mmo mechanics like loadouts and quick swapping modules.

What I absolutely love is that you cannot switch ships without switching cargo. Just...what the duck?? Why? I can't just leave me Cutter at a station, with 500 tons of Platinum in it, and switch to a Krait without the game trying to cram 500 tons of Platinum into the Krait. Just..why!!??!?!?!????!
 
Outfitting UI needs a total overhaul, but for now it is inline with FD's game design philosophy re ED. "Time spent == gameplay".

This does often, unfortunately, seem to be the case.

dev1: "So the player just needs to dock at any station, click this and...."
dev2: "Is there any way that we can make that a process involving several clicks, a bit of RNG and, ideally, forcing the player to fly somewhere specific before they can do it?"

:rolleyes:

In the idealised version of ED that exists in my head, we'd be able to create "templates" for ships (a bit like what Coriolis creates) and we'd have various ways to sort (and label) all our modules.
We'd then visit a ship builder (perhaps we'd have to pay for this service), give them one of our templates and they'd automatically configure a ship how we wanted, using modules from storage and then buying/fitting any modules we didn't already own as well.

If we could do something like that, I wouldn't need half the ships I currently own.
Currently I just buy a ship, outfit it for a specific role and then never touch it again because it's just not worth the hassle of changing it again.
Course, owning an FC - where all your ships and modules are in one place - makes this a bit easier but the lack of any kind of ability to sort and label stored modules means it's still irritating.

If I could just make a bunch of "folders" and then sort & store modules in them it'd improve things massively.
 
That could be extended to include the entire UI, not just Outfitting. The whole thing is horrible, every single screen. But agreed, worst of all of them, in my opinion, are the Shipyard and Outfitting screens. If you're old enough to remember monochrome CRT monitors from the late 80's / early 90's, the in-game UI looks a word processor on an Amber one.

If it pleases the court, I'd like to submit into evidence Exhibit A, showing here:

QkmS8.jpg

Well this brings back fond memories of playing the original Prince of Persia.

Haven't seen that screen for about 25-30 years 🤣
 
Would 177 million get me a cheap anaconda miner for laser and core

Maybe but it wouldn't be a ship I'd want to fly.

Honestly, I think you're better off doing your mining in a Krait or a Python.
You'll probably be limited to 128t at a time but that means you're only ever spending up to an hour at a time mining so it doesn't get chance to become laborious.

There's nothing worse (IMO) than going mining in, say, a Cutter with ~450t of cargo capacity, spending an hour mining and then realising that if you want to fill your cargo hold you're going to have to mine continuously for five hours!
Back when that'd earn you half a billion credits you could tell yourself it was worthwhile but now you're better off just having a quick blat at mining, earn Cr50m and then you're free to go and do other stuff, if you want, or go back and have another go at mining.
 
This does often, unfortunately, seem to be the case.

dev1: "So the player just needs to dock at any station, click this and...."
dev2: "Is there any way that we can make that a process involving several clicks, a bit of RNG and, ideally, forcing the player to fly somewhere specific before they can do it?"

:rolleyes:

In the idealised version of ED that exists in my head, we'd be able to create "templates" for ships (a bit like what Coriolis creates) and we'd have various ways to sort (and label) all our modules.
We'd then visit a ship builder (perhaps we'd have to pay for this service), give them one of our templates and they'd automatically configure a ship how we wanted, using modules from storage and then buying/fitting any modules we didn't already own as well.
You could extent this to engineering as well. A one-click-max-out-grade-X-button. Also some sort of reference which module you actually select and maybe show its current values before we select a module to upgrade.
 
What I absolutely love is that you cannot switch ships without switching cargo. Just...what the duck?? Why? I can't just leave me Cutter at a station, with 500 tons of Platinum in it, and switch to a Krait without the game trying to cram 500 tons of Platinum into the Krait. Just..why!!??!?!?!????!

Because players would use T9's as cargo storage lockers. That can be shipped to stations around the bubble without player effort or risk. Different topic.
 
What I absolutely love is that you cannot switch ships without switching cargo. Just...what the duck?? Why? I can't just leave me Cutter at a station, with 500 tons of Platinum in it, and switch to a Krait without the game trying to cram 500 tons of Platinum into the Krait. Just..why!!??!?!?!????!
Because that would allow you a warehouse which would lead to a different way of trading and playing the BGS than FDev wanted.
 
You could extent this to engineering as well. A one-click-max-out-grade-X-button. Also some sort of reference which module you actually select and maybe show its current values before we select a module to upgrade.

See, I dunno about that.

Engineering is a big part of the game and I'd rather they tried to make it something more enjoyable, that players actually wanted to engage with, instead of making it something a player could "bypass" simply by clicking a button and paying credits.

As I've said before, I think there needs to be at least 3 ways to achieve anything in-game:-
The fallback method - when all else fails you can do this. It might take a significant amount of time and the reward won't be great but it'll get you "out of a hole".
The standard method - the normal way to do stuff. Should be moderately challenging and enjoyable, might cost more but the reward will be better.
The advanced method - Would be a significant challenge, possibly requiring a specialised ship and/or coop play, would be enjoyable and the reward would be even better.

In the case of engineering, I'd like to see several different methods to obtain mat's and the opportunity to find/steal/salvage pre-engineered modules - all of which adhere to the above principles.
The current method of engineering would be, basically, the "fallback method".
It'd be how you obtain engineered modules if you've got no credits, no useful contacts and no specialised ships to help you obtain engineered modules in a different way.
On top of that, I'd like to see methods of obtaining mat's and modules that involved assisting factions, searching for stuff and, ultimately, building a specialised salvage ship that could collect engineered modules from various sources.
 
This does often, unfortunately, seem to be the case.

dev1: "So the player just needs to dock at any station, click this and...."
dev2: "Is there any way that we can make that a process involving several clicks, a bit of RNG and, ideally, forcing the player to fly somewhere specific before they can do it?"

:rolleyes:

In the idealised version of ED that exists in my head, we'd be able to create "templates" for ships (a bit like what Coriolis creates) and we'd have various ways to sort (and label) all our modules.
We'd then visit a ship builder (perhaps we'd have to pay for this service), give them one of our templates and they'd automatically configure a ship how we wanted, using modules from storage and then buying/fitting any modules we didn't already own as well.

If we could do something like that, I wouldn't need half the ships I currently own.
Currently I just buy a ship, outfit it for a specific role and then never touch it again because it's just not worth the hassle of changing it again.
Course, owning an FC - where all your ships and modules are in one place - makes this a bit easier but the lack of any kind of ability to sort and label stored modules means it's still irritating.

If I could just make a bunch of "folders" and then sort & store modules in them it'd improve things massively.
Dev 2 would just love the suggestion the other weak that repairs, refuelling and cargo transfers all took time, it was suggested that cargo should take 3 seconds a tonne.
 
Because that would allow you a warehouse which would lead to a different way of trading and playing the BGS than FDev wanted.

This.

Coupled to the almost meaningless nature of credits theses days, you'd just end up with players who have fleets of T9s, which they fill up with cargo and transfer around instead of flying them.
 
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