Perfect outline, quite fitting rhyme!
How do you guys come up with these in so little time?
Perfect outline, quite fitting rhyme!
Just a random thought...
What does it cost to "clean" a module?
I mean, if I've got, say, a Corvette worth Cr1bn and I commit a trivial crime it might cost, I dunno, Cr1000 to remove the bounty from my entire ship.
That's 1/1,000,000th of the value of he ship.
If I take a 1G laser turret (valued at Cr52,800) off my hot Corvette and, upon attempting to fit it to another ship, discover that the laser is "hot", is it going to cost Cr0.0528 to get it "cleaned"?
How do you guys come up with these in so little time?
The crux of the issue is that it's just too easy to blindly walk into this situation.
There needs to be a warning confirmation dialog when you attempt to remove a module from a hot ship and when you attempt to install a clean module to a hot ship. Like a reminder that you are asking to have chop shop work done and there will be severe consequences if you don't deal with your legal situation first.
Where did I suggest that?Huh?
To my experience you simply cannot "transfer" a hot module into any ship, whether clean or hot.
The outfitting gods forbid this action.
Where did I suggest that?
Concept: good
Execution: needs to concentrate more.
I'm not really sure the concept is good.
It's just there to try and remove a glaring loophole in C&P which would allow players to simply swap all the tasty modules from a hot ship to a new one in order to dodge a bounty.
Personally, I would just have just left it as it was (?) with modules being "locked" onto a ship by virtue of denying access to Outfitting for hot ships.
All it'd require would be for a criminal to keep a cheap, clean, ship in storage, rigged for travel, and they could arrange for it to be transferred to them if they ever found themselves "stranded" after removing the fuel scoop from a hot ship.
If they want to refit their hot ship, pay it's fine.
Problem with that is it removes the option to be a career criminal, never paying your fines, and refitting your epic cobra with an srv bay to go do some super serious criminal trespassing. Then putting your hatch breakers/cargo bay back in to steal food cartridges from systems in famine.
Unless you have 30 cobras all modded in different ways.
Fair point, I guess.
Clearly, the goal is to prevent players just buying a new ship and transferring all their existing modules onto it.
Seems like the most straightforward way to achieve that would be to deny access to the shipyard.
The problem there is that ship-transfer is a function of the shipyard.
Maybe if they'd made ship-transfer a function of the "Contacts" tab, rather than the shipyard, that could have worked?
That way, they could have set it up so that you could base yourself in an anarchy, where you'd have access to outfitting, and transfer your hot ships there to outfit them.
If you wanted to buy new modules, you'd just have to get a clean ship with a suitable slot, go buy the required module and then transfer it to the anarchy where your hot ships are stored.
That'd be fairly reasonable and realistic.
Can someone explain me why a clean module purchsed some MINUTES ago becomes hot and can't be refitted then ?
It is a mining laser that were just buyed to make a mining mission , but after that the mission had vanished so i wanted to transfer it and refit my torpedo pylon THAT WAS NEVER USED TO ATTACK SOMEONE except pirates that attacked me first , so why i 'm dealing whith these "legal reasons " then ?
After all, even my just bought refinery is in the same "legal state stuff " !
Can someone explain what this is about? Went to swap a module (shield generator ) and was removed to storage just fine, but cannot install it back into ship?!
Is that a hot module on your ship or are you just happy to see me?