Merging multiple "smaller" modules in one "bigger" slot

Not sure if it was brought up before....there are lot of nice little modules i dont use because i dont want to waste a far too big slot for it. For example a "Docking Computer" in a lvl3 Slot. Wouldnt it be cool if you could merge modules of the same "family" like Scanners or those Limpet Ctrls into one bigger slot. Lets say 2 Scanners and a Docking Computer would fit into a lvl 3 slot. It could be awful expensive but would make things like Fuel Transfer Limpet Ctrl more fittable....and for balancing reasons, no i dont want to merge Shield Generators and Shield Cell Banks of course...

What do you think?
 
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At least and as long as ships manufacturers are unable to put 2 modules 1 options in exploration ships, allow to merge ADS+DSS in one class 2 module.

BTW, what already exist today :
"Fuel tank" + basic "Fuel Transfer Limpet Controller" + some drones = "Buddy pod".
"Refinery" + basic "Collector Limpet Controller" + some drones.
Mixed Cargo+Fuel tank.
 
At least and as long as ships manufacturers are unable to put 2 modules 1 options in exploration ships, allow to merge ADS+DSS in one class 2 module.

BTW, what already exist today :
"Fuel tank" + basic "Fuel Transfer Limpet Controller" + some drones = "Buddy pod".
"Refinery" + basic "Collector Limpet Controller" + some drones.
Mixed Cargo+Fuel tank.

Yup.

"Scanner Pod" - Kill Warrant Scanner + Cargo Scanner
 
OP, Yup id like that too but it might unbalance the game and make multi role ships redundant too
 
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This seems a bit silly. If you're going to do it like you describe you pretty much might as well get rid of "slots" and just have space. And because "space" is more flexible, you'd have to lower the amount of space so ships aren't unbalanced (i.e. so big ships can't still can't carry every module). Then it would be harder to carry big module.

The current system works well, aside from some tweaks around the edges. I think there should be an expensive combined advanced discovery scanner/detailed surface scanner for around 5 mil, and there's shouldn't be multiple limpet controllers, one limpet controller should be able to fire all limpets. I suggest these additions because in these individual cases I think two or three slots is too much for the benefit such items give.

But generally I think the slot system works well.
 
Hmmmm, slot's do make sense, like having manufacturing standards and weight limits to work to in the ships.

Not being able to fill them up doesn't make sense though :)
 
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OP, Yup id like that too but it might unbalance the game and make multi role ships redundant too
Or making them more multi-role.
I would agree to sacrifice a cargo slot for fuel in order to be sure to help peoples which have fuel problem. But certainly not two slots for it cause this would make my multi-role a specialized ship.
 
We've had similar suggestions before. Snarfbuckle's idea adds far more potential for interesting gameplay - I'm strongly in favour of this.

[...] id like that too but it might unbalance the game and make multi role ships redundant too
See below. Any thoughts?

As long as ALL smaller modules count as ONE module when targeted.
Outstanding suggestion. Officer thinking, that man! This premise alone should keep the facility from being abused: the increased repair costs, plus the risk of simultaneous multiple-module failures more than balances the game, IMO. It wouldn't just become a bunch of free smaller slots, which is what the basic idea is otherwise, but a dangerous choice in exchange for the increased functionality.

[Additionally, while it's not mentioned by the OP, previous discussions of this kind of thing also touched on combining smaller slots to make a larger one. With the Snarfbuckle rule, you would get equipment with twice the normal durability, so the rule should probably be reversed if this were to happen (which makes more sense, since you're taking away a partition wall, along with it's armouring potential).]
 
I'm not sure I like this. Modules might be the way they are because that class 3 internal compartment of the ship has only one size 3 USB port and thus cannot fit the two others needed for other types of scanners.
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I also feel that not only the size of the internal compartments should be of value - also the number of them. Three class 1 compartment should be better than one class 3 compartment in some situations. This suggestion would remove much of that value.
 
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Not sure if it was brought up before....there are lot of nice little modules i dont use because i dont want to waste a far too big slot for it. For example a "Docking Computer" in a lvl3 Slot. Wouldnt it be cool if you could merge modules of the same "family" like Scanners or those Limpet Ctrls into one bigger slot. Lets say 2 Scanners and a Docking Computer would fit into a lvl 3 slot. It could be awful expensive but would make things like Fuel Transfer Limpet Ctrl more fittable....and for balancing reasons, no i dont want to merge Shield Generators and Shield Cell Banks of course...

What do you think?

actually think the docking computer should be changed from a mod to a option like the cargo scoop that you can turn on and off from the menu or a keybind and not have it take up a slot, or add a ship systems slot to all ships and have upgrades that you can do to them that add it , could do the same with detail scanners, and discovery scanners as features to upgrade the sensor array, would make sense to me ,would also set the stage for upgradeable hardpoints and mods, specially with the current limits of weapon types by class that there are, lol and upgrades for your drives as well lol , probably be a lot of work to add all of that but think it would be worth it

edit: and could give people a real feel of tinkering with their ship to suit them
 
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Three class 1 compartment should be better than one class 3 compartment in some situations.

You do realize each size is double the size of the preceding size so one class 3 is equivalent in volume to 4 class 1 bays.

In reality almost any pilot would be down the hold with a pile of 2x2 and a nail gun squeezing multiple small modules into a larger slot.

Perhaps it could be done so a splitter module gives one of every smaller size slot and costs one slot unit for itself, so
Size 3 splitter gives one size 2 & one size 1
Size 4 splitter gives one each of size 3, 2 & 1
Up to a size 7 giving one each 6, 5, 4, 3, 2 & 1

An alternative would be to combine some small modules into a single bigger unit such as combining the Advanced Discovery Scanner and the Detailed Surface Scanner into an "Explorer's Scanner".

Personally I'd prefer just a large amorphous volume where you shove units until it's full like I seem to remember the original games had.
 
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You do realize each size is double the size of the preceding size so one class 3 is equivalent in volume to 4 class 1 bays.

In reality almost any pilot would be down the hold with a pile of 2x2 and a nail gun squeezing multiple small modules into a larger slot.

Perhaps it could be done so a splitter module gives one of every smaller size slot and costs one slot unit for itself, so
Size 3 splitter gives one size 2 & one size 1
Size 4 splitter gives one each of size 3, 2 & 1
Up to a size 7 giving one each 6, 5, 4, 3, 2 & 1

An alternative would be to combine some small modules into a single bigger unit such as combining the Advanced Discovery Scanner and the Detailed Surface Scanner into an "Explorer's Scanner".

Personally I'd prefer just a large amorphous volume where you shove units until it's full like I seem to remember the original games had.
Let me use the DBS and the DBE as an example. For reasons, the DBS is a short range explorer, and this is in part due to the arrangement of its internal compartments. The DBE on the other hand has an internal compartment arrangement that makes it a better explorer than the DBS, as well as other factors. I think that having two, small, individual compartments for the scanners is a defining factor of explorers, as it should be.
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This is an important distinction, and I think that this is a defining aspect of the ship. I don't think these values should be able to be customized according to the suggestion.
 
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I was just looking at the possibilities for a sidewinder and thought about this. It's a good idea but needs to be worked out so balance is maintained. Did anyone submit a formal suggestion?
 
I think the main problem with this suggestion for me is that it would make outfitting easier. The current system is built around weighing the trade-offs, and trying to manage that is a nice challenge. Worrying about whether A or B is better suited for some task is more fun than just putting in both.

In addition, only a few ships can currently be used as multi-role ships, whereas others need to be more specialized. It is a major part of giving the ships their distinctive flavour. If we can cram in more stuff, most ships would be viable as multi-role ships. They would blend together more, and I think that would be a pity.
 
Not sure if it was brought up before....there are lot of nice little modules i dont use because i dont want to waste a far too big slot for it. For example a "Docking Computer" in a lvl3 Slot. Wouldnt it be cool if you could merge modules of the same "family" like Scanners or those Limpet Ctrls into one bigger slot. Lets say 2 Scanners and a Docking Computer would fit into a lvl 3 slot. It could be awful expensive but would make things like Fuel Transfer Limpet Ctrl more fittable....and for balancing reasons, no i dont want to merge Shield Generators and Shield Cell Banks of course...

What do you think?

Many months ago, I suggested a "module splitter" module that would allow a player to fit more than one module in a large slot at the expense of using some of the space in that slot.
It was shot down, then ignored until it fell into a black hole.
I still think it's a good idea.
 
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