Make military slots boost modules they contain

I've been thinking, military slot can be used for only certain modules. This is great, and fighter class ships do have more of these.

I expected using a hull reinforcement module in a normal slot to be less effective than when placed in a military slot.

Should military slots boost modules placed in them, I think maybe.

We should have role specific ships, by boosting modules in military slots you make fighter class specialise on combat for example.

How about modules get 5 to 10 percent boost when placed in a military slot, for any module allowed in the military slot.
 
I've been thinking, military slot can be used for only certain modules. This is great, and fighter class ships do have more of these.

I expected using a hull reinforcement module in a normal slot to be less effective than when placed in a military slot.

Should military slots boost modules placed in them, I think maybe.

We should have role specific ships, by boosting modules in military slots you make fighter class specialise on combat for example.

How about modules get 5 to 10 percent boost when placed in a military slot, for any module allowed in the military slot.

The military slots were "added slots," when they came out they increased the number of available slots in the ship, without the military slot you wouldn't be installing that module at all because that slot wouldn't exist, so effectively you are getting 100% boost in that slot, the military slot is the slot that makes that ship a role specific fighting ship.
 
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Personally I think ONLY military slots should fit HRPs and MRPs. The idea that putting bricks in the back of my SUV would magically make it bullet proof is just silly. Military slots should be akin to this (see below). As for SCBs, those don't belong in military slots.

iu
 
edit @Old Duck then you can't harden small ships and trader vessels any more, which is bad for ganking.
I thought that would be GOOD for ganking. Perhaps bad for the gankee, but then again, most gankees probably don't know any better anyway.

As a former gankee, I'm totally cool with appropriately weak non-military ships. Keep the special hulls and engineering, just ditch the solid titanium Dolphins that have FOUR TIMES the hull strength of a stock MILITARY CORVETTE. 🤦
 
Personally I think ONLY military slots should fit HRPs and MRPs. The idea that putting bricks in the back of my SUV would magically make it bullet proof is just silly. Military slots should be akin to this (see below). As for SCBs, those don't belong in military slots.

That's a nice thought Old Duck, but then I think back on all the threads demanding people be able to put things like fuel scoops, fuel tanks, even general cargo and..shudder, SLF's in ther military slots and think, "that's never going to happen"
 
The military slots were "added slots," when they came out they increased the number of available slots in the ship, without the military slot you wouldn't be installing that module at all because that slot wouldn't exist, so effectively you are getting 100% boost in that slot, the military slot is the slot that makes that ship a role specific fighting ship.

Very much this.
 
Personally I think ONLY military slots should fit HRPs and MRPs. The idea that putting bricks in the back of my SUV would magically make it bullet proof is just silly. Military slots should be akin to this (see below). As for SCBs, those don't belong in military slots.

iu
This might be an overkill, but some system for more distinct ship diversification would be great.
 
have ships only able to mount one of a type of reinforcement but allow military slots bypass that limit

It's an EXTRA slot, so in effect they already to that, once you have filled all your available slots with MRP's you can add and "extra" one in a military slot.
 
have ships only able to mount one of a type of reinforcement but allow military slots bypass that limit

What would happen to ships which already now have several HRPs installed? Would they pop out when i log in and drift through space? Would they stay in and my ship would forever be a legacy-tanked-up ship?

Either way would be bad. Also, FD has shown in the past that they would never remove internal slots or do anything which would force a module to be removed. For quite understandable reasons. So luckily this will never happen.

And on the whole "extra slot" thing, the current military slots are already extras. They were added to help those combat oriented ships, without turning them into allrounders. (The Cutter having them indeed is a bit strange, but that's another topic. ) So this thread is kind of asking for an extra-extra. Which I consider to be over the top.
 
Yes but you can bulk up an orca into a steel missile, no distinction to any combat ship. It would kill off all those combat ships super healthpools but doesn't eliminate the module entirely or the slot.
 
What would happen to ships which already now have several HRPs installed? Would they pop out when i log in and drift through space? Would they stay in and my ship would forever be a legacy-tanked-up ship?

Either way would be bad. Also, FD has shown in the past that they would never remove internal slots or do anything which would force a module to be removed. For quite understandable reasons. So luckily this will never happen.
Ummmm..... How could you possibly forget the REMOVAL OF THE ADS MODULE and all the fun, never-ending threads that spawned? So to answer your question of "What would happen?" Frontier would replace HRPs with a Missile Command minigame that lets you shoot down incoming enemy fire. :p
 
Personally I think ONLY military slots should fit HRPs and MRPs. The idea that putting bricks in the back of my SUV would magically make it bullet proof is just silly. Military slots should be akin to this (see below). As for SCBs, those don't belong in military slots.

Simple, empty space is a massive structural weakness that can cause things to fall apart. Replace the big empty space in the back (and possibly the rear seats, we don't need that passenger module right?) and replace it all with a load of internal bracing and reinforcing struts and the whole structural integrity of the vehicle would be improved.

Remember that HRPs don't make things bulletproof (that seems to be the role of MRPs, which I still have no idea how they function), they just mean you can riddle it with more bullet holes before it falls apart.
 
Ummmm..... How could you possibly forget the REMOVAL OF THE ADS MODULE and all the fun, never-ending threads that spawned? So to answer your question of "What would happen?" Frontier would replace HRPs with a Missile Command minigame that lets you shoot down incoming enemy fire. :p

Moment. They removed internal slots when the ADS was introduced? Really? I didn't notice. Can you please point out the patch notes, where all the internal slots were removed?

I mean yes, they did replace the module itself. As they've put the new mechanic into the base ship. And gave you back the credits for it. And yes, nice try on all the threads about it. But it was not about the module being integrated into the ship. It was if people liked the new mechanic or not. Completely different topic.

But yes, in a way you are right. FD could indeed double or tripple each ships hull value, set all resists of all ships to the cap, remove HRPs and compensate the cash and materials for buying and engineering to the players. So yes, you won a technical victory on this. Congrats. :D
 
FD could indeed double or tripple each ships hull value, set all resists of all ships to the cap, remove HRPs and compensate the cash and materials for buying and engineering to the players. So yes, you won a technical victory on this. Congrats. :D
only if all weapons get quad damage permanently.🤘🤘🤘🤘



but really the concept of the thread is to bring about a better distinction between combat ships and their respective module slots and commercial ships with their lack of military module slots. If we only allow reinforcements to be placed like a shield (one in the entire ship, no backup shield gen) and then allow military slots to bypass that limit. Then those slots become special and unique to combat ships, allowing both combat and commercial ships to armor up but with combat ship getting an extra boost by being able to stack in those slots.
 
but really the concept of the thread is to bring about a better distinction between combat ships and their respective module slots and commercial ships with their lack of military module slots. If we only allow reinforcements to be placed like a shield (one in the entire ship, no backup shield gen) and then allow military slots to bypass that limit. Then those slots become special and unique to combat ships, allowing both combat and commercial ships to armor up but with combat ship getting an extra boost by being able to stack in those slots.

I do get your idea. But there are plenty of ships around, which would violate the new regulations you suggest. So, would the modules pop out? While the ship is in space? Madness will rage through the forums and any place just vaguely knowing of ED. Or would the modules stay in? So people who previously have set up their ships like that will have an insane advantage over anybody building his ship later?

Neither of the two is desirable. It would be a fundamental change in the rules of how to set up ships. I just don't see how this could go live without being a disaster for the game.
 
well I agree it would be a huge upset, but there has to be change made to normalize health pools. the OPs suggestion gives distinction to military ships over civilian ships with the proposed 10% or 20% additional health for combat slots but that would only continue to grow the ever expanding health pool. So really I see a rework of the armor system as the only way forward.
 
well I agree it would be a huge upset, but there has to be change made to normalize health pools. the OPs suggestion gives distinction to military ships over civilian ships with the proposed 10% or 20% additional health for combat slots but that would only continue to grow the ever expanding health pool. So really I see a rework of the armor system as the only way forward.

Actually there'd be an easier and more logical way: drop down numbers on the current HRPs. Especially reduce how powerful engineering blueprints are. Do the same for shield boosters. And yes, people would also complain. But at least things would not fall out of your ship, they would "merely" be less powerful.

Unfortunately FD also doesn't dare to go that way. But it's the path I would follow.
 
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