Module cannot be fitted for legal reasons

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"?

I think it's like 10% of the module cost.

Yes, that means it's far far far cheaper just to pay the bounty at an IF in the first place.
 
How do you guys come up with these in so little time?

I dare not say, or I'd receive a fine!

----------------------

Why oh why??!!

Have wanted hot ship,
store wanted hot module.

Not being able to transfer the hot module into a hot ship?
Why do i have to clean my hot module prior to reinstalling,
where it becomes automatically hot again?!

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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.
 
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.

Huh?
To my experience you simply cannot "transfer" a hot module into any ship, whether clean or hot.
The outfitting gods forbid this action.
 
Concept: good
Execution: needs to concentrate more.


The systems objective is valid.
But you need to either be able to swap hot modules onto and off of hot ships, or, just have your ship modules locked onto a hot ship.

The problem with entirely locking them, is that this stops "legit" criminal gameplay, in which you may want to modify your ship.

Ideal solution seems to be to have a module be hot, until the crimes it was used in are paid off.

Or, link all of it to the bounty.

If a module costs 20% of the total asset value of the ship, and the bounty is 100 credits, cleaning the module should cost 20 credits.

The point is to make you pay the bounty right?
 
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.
 
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.
 
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.
 
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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.

Yeah, there's probably a lot of solutions. The current system is pretty bad as it both blocks the crime lord gameplay, and, makes it just annoying for people by accident.

It does effectively crush the workaround to avoiding paying the bounties, but at a cost that is too high.

The rest of it seems ok, and I seriously feel that's because the modules weren't considered in the original design of the system, as, it was brought up in the focussed feedback, and a "solution" was rapidly developed to solve it.
 
Was thinking of coming back to play again:
A module committing a crime? Next is thought crime... I would like to have sex with a female!
Sorry sir that is 3 years!
Ok, ok an old female!
That is 6 years and assault!
Ok-ok make it a male then!
That is R a p e ,Sir and back to 3 years!
Ok Ill do it myself then!!
Ahh sorry Sir, that is sodomy and bestial behavour, cant have that! and it carries a mandatory one year!
Think me stays dormant.
Cheers Cmdr's
 
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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 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 " !

when you buy something it automatically gets fitted to your ship.

Which is hot I'm guessing.

Which makes the module hot as soon as you buy it.

So yes, a criminal can refit their ship, but selling modules/cleaning them rapidly becomes prohibitively expensive.

The best solution I've heard (aside from immediately cleaning the ship at an IF) it to have one ship you keep exclusively for being bad in, then another for more legitimate pursuits.
 
Basically, if you get arrested for dumping 60T of Biowaste on your Ex's landing pad, they limit the number of cargo racks you can have. :)
 
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?!

I know the feeling! I'm surprised Fdev hasn't made us switch the fuel, HUD/weapon/engine colors, ship kits, avatar accessories, and paint jobs out because they committed crimes against players. :rolleyes:

[Edit] Oh crap! I mentioned it. Let's hope they reject my previous statement...
 
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