Module slot conversions

I personally would have preferred bigger drawbacks for the blueprints. They thus would be sidegrades and specialisation instead of direct upgrades.

Just a random example: while an overcharged weapon can do up to +70% damage, why does it still have to have its regular firing speed? Wouldn't it make sense if bigger shots / more energy used per shot takes a longer time to reload/charge the weapon? So the +70% advantage of damage could also come with a ROF reduction of -40%. That would -still- leave the weapon with a gain of 2% damage over time and with +70% of the punch, while requiring less ammo.

Ideally (for me at least), the solution would be to put enough thought into the mod's that there's actually a reason to deliberately choose the mid-tier mod's instead of just aspiring to G5 in all things.
If you want to build an all-rounder then you'd deliberately choose G3 mod's and you'd only push on to G5 if you wanted a ship that's seriously focused on one role.

Used to be a bit like that with PPs and PDists, before XFX were a thing.
A G5 PP provided a lot of power but it'd toast your ship and a G5 charge-enhanced PDist would recharge super-fast but would only give you a few seconds firing with a Beam laser.
Now all the mod's improv your ship in almost every way, with barely noticeable drawbacks.


On topic, I suppose I should say that I'm not sure module sizes is really a problem that especially needs fixing.
I mean, back when we had the ADS and DSS, it just wasn't possible to build, say, an exploration ship without wasting some slot-capacity.
Now, with the extra slot(s) and the removal of the ADS, the only C1 module that you really "need" is the DSS and all ships now have at least one C1 slot to bung it in.
If you want to fit the training-wheels, that's up to you but if you decide to get rid of them you won't be wasting the slot-capacity they require.

I guess some kind of "Rack Unit" would still be handy for things like limpet controllers though.
 
All ships now have two size one slots...

Not quite true.
Some of the big ships only have one C1 slot, having previously had none.

You're right that the DSS is really the only C1 module that a player's likely to feel "compelled" to fit, though, so 1 C1 slot is really all any ship needs.

I actually preferred it when the ADS was still a module because it gave players the choice of discarding it in ships that didn't really need it and using the slot for other stuff instead.
 
On topic, I suppose I should say that I'm not sure module sizes is really a problem that especially needs fixing.
I mean, back when we had the ADS and DSS, it just wasn't possible to build, say, an exploration ship without wasting some slot-capacity.
Now, with the extra slot(s) and the removal of the ADS, the only C1 module that you really "need" is the DSS and all ships now have at least one C1 slot to bung it in.
If you want to fit the training-wheels, that's up to you but if you decide to get rid of them you won't be wasting the slot-capacity they require.

I think you have a point there. Although i have to say that there's one more thing where i anything above C1 usually makes very little sense: prospector limpets. A core mining ship should have a DSS to find the hotspots and a prospector limpet controller to be able to select and identify the fissues.

But outside of such a niché application, you are right: there's rarely the need for more than one C1 slot. It's always the pilots choice instead.
 
What if module reinforcement packages could have modules of 1 size smaller installed into them, but would only reinforce that one module?

So you could slot a size 2 MRP which would reinforce and contain a DSS.
 
Honestly Military Compartments are just a bad idea. You cant even put something like a Fighter Hangar in a Military Compartment and what about that makes any sense? So you have to use military compartments for either hull, module or shield reinforcement instead of letting the player decided how he or she wants to build their ship.

Especially when it means an unideal load-out versus something that would be clearly better, take this build;

Where removing the Military Compartment requirement means, adding One more 5A Collector Limpet controller, Dropping down the 5H Guardian FSD Booster there by freeing that Class6 Slot swapping it for another 64T of cargo. Instead its just left empty because it makes no sense making the ship heavier with something that isn't going to be needed or ever used.

Military Compartments are generally useless to any build outside of combat and are just another limitation.
 
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