Module storage is too little to keep players long term

It depends on how you play. I've just bought a second account and on that account I will eventually run a total of five ships - a Sidewinder, a Cobra, a DbX, a Vulture and aT-6. Only the Cobra is likely to see any significant need for module storage of variant engineered loadouts, though the Vulture will probably end up with several different pairs of weapons, and the T-6 will have mining and cargo-hauling loadouts. PowerPlay weapons and modules? Five Prismatic Shields, two each of the rest. I don't need multiple engineered variants because if I abandon a module or weapon build I'm not likely to return to it, and if I do want to I can just engineer it again because it's unlikely to be more than two modules. I'm not going to come anywhere close to the current limits of storage.

But on my main account? I have most of the ships in the game. I have four Pythons, four K IIs, two T-9s, two Anacondas, and two Cutters. Everything is engineered up to the hilt, and if I take an engineered module off one ship I'm going to store it because it might be handy for another build, and I do so much engineering that the thought of having to engineer a module that I could have just taken from storage is appalling. I have literally dozens of storage ships full of PowerPlay modules because I have no way of knowing whether or when I'll need them, and better to have it and not need it....

So on my alt account, meh. But on my main account, yes, I really would like - and reckon I need - more and better organized storage.

Different people play in different ways - in my case, the same person plays in different ways. Don't assume that just because you don't need something, it isn't needed.
Thanks for the detailed reply. While I understand your issue (although I don't share it), I don't think more module storage is the solution for your problem.
If someone asked me for advice (which strangely never happens) I would simply allow people to scrap their unused engineered modules, which would give you a percentage (maybe 75%) of the materials back.
 
It depends on how you play.
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Great detailed explanation of how module storage in and of itself can be useful.
Also great explanation of why the current design system of modules and engineering positively sucks.

Bear with me, but I halfway wonder if an outfitting system more akin to Warframe - where the modules are simply kept in bulk storage, not on the ships - would make more sense. Essentially, scrap module storage by station and utilize a system where if you own it, you can use it, at any station. Does this make sense lore wise? Not remotely. Would it be hella easier to use? Yep.

What I don't get is this: they knew players would own multiple ships - I mean, it's a space game, of course we will - so they made the original module system fairly accessible. It's gated by credits and ship module layout. That's it. Except for Colonia (for a time), just about every module was highly accessible if you could afford and fit it. Simple.

Engineering could have been a 'once and done' unlock system, more expensive even than the current grinding, but one and done. Oh hey, Sandkid! Long time no see, pal! What's that? Sure thing bud, anything for you after all those hours of helping me do the research. Just pay me for the labor!
  • You have G5 unlocked? Cool, go to engineer and pay credit sum to adapt to the module.
  • Need it on another module? No biggie, just pay me creds.

Now, engineering is highly accessible while still retaining a sense of progression and requirement of time and effort invested. The flip is you converted the 'endgame grinding' back to the endgame currency: credits. Materials are needed for research, not engineering, synthesis, not new builds. In other words, just like modules. The time investment to that 'perfect build' for your pet project - be it a Cobra Mk III or an Imperial Cutter - is wrapped up in the original progression, not each ship. Build yo ship, fly it around and engineer it for buckus of bucks, done. No more hunting materials - you already did that to unlock the tech.
 
Bear with me, but I halfway wonder if an outfitting system more akin to Warframe - where the modules are simply kept in bulk storage, not on the ships - would make more sense. Essentially, scrap module storage by station and utilize a system where if you own it, you can use it, at any station. Does this make sense lore wise? Not remotely. Would it be hella easier to use? Yep.
This is how it would've been with instant ship and module transfer...
 
You all WANT more storage, but none of you has put forward a good reason for it.. "But muh stundud MMO play." isn't it.. Wanting to avoid 'grinding' isn't it - what the ever living firetruck is 'grinding' anyway?

Some of you should probably just go play something else.. You bought Elite, with it's established game style and now expect different.. Oh dear. For those saying "But this isn't what we signed up for,", well, Braben has a history, not my fault if you didn't give it a drive by. I understand wanting to change things, I do. But this isn't something worth getting worked up about.
 

Deleted member 110222

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You all WANT more storage, but none of you has put forward a good reason for it.. "But muh stundud MMO play." isn't it.. Wanting to avoid 'grinding' isn't it - what the ever living firetruck is 'grinding' anyway?

Some of you should probably just go play something else.. You bought Elite, with it's established game style and now expect different.. Oh dear. For those saying "But this isn't what we signed up for,", well, Braben has a history, not my fault if you didn't give it a drive by. I understand wanting to change things, I do. But this isn't something worth getting worked up about.
I purchased Elite before module storage was even a thing.

Again. Fight me.
 
I don’t understand how you guys manage to fill up 120 slots, and then ships for storage on top of that.

There are only so many mods that are worth a damn for any given task. How many duplicates do you need?

To be fair, this is going to sound elitist (no pun intended)...

At a certain stage of the game, you begin to collect ships you:
  • Don't need but like to fly on occasion to keep the game interesting
  • Develop multiple roles for these ships you don't need to keep them interesting
  • Engineer the various builds for these various ships to keep their loadouts interesting

(All in the name of justifying Elite being interesting.
Side note: Anybody notice the 'five year' post from Frontier about 'all the changes and content' was missing two years? Hmm.)

Anyways, you end up with a curious problem:
  • Own too many ships to fit in one convenient station (each with their unique loadout) to avoid module storage issues
  • Or store modules in one station so that swapping loadouts is mostly seamless (until you run out of storage, which is quite easy)

Again, elitist problem. Except so many players are now billionaires (again) waiting for fleet carriers (again again) that after waiting the first time they bought all the toys they could possibly want, and after the second time engineered the crap out of them to where storage is now a problem. That happens when a bad system is allowed to fester for, literally, years.

You thinking it shouldn't be a problem is fair. Really. It shouldn't be - except it is because the source problem, the root cause, has existed for that long. Not enough content to keep players engaged with only a handful of ships rather than buying the whole darn available fleet and, literally, engineering the whole darn fleet multiple times because they've had that much time to do it instead of something else more interesting. We're definitely a case study for masochistic communities. Ironically, Fleet Carriers might solve this a little by 'forcing' (not really, remember - we're mentally justifying this behavior, it isn't forced, just like nobody forced you to buy LEP or invest in SC) players to maintain only sixteen craft.

Only sixteen.
Which easily fills 120 module slots for optional loadouts. Wanna bet fleet carriers don't have 120 slots?

Anyhow, like I said, your thinking isn't wrong. Really.
You just have to take a step back and understand why something that shouldn't happen is, in fact, happening.
Time. It's a helluva thing. Like most things in this universe, ingesting large quantities by itself tends to be lethal.
 
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Hmm, guess I still don't see the point.. Engineering isn't a problem, I've got loads of Mats and only really collect them randomly in my travels. Some have come from mission rewards. On the rare occasion I find myself needing something, I go see a Materials Trader, problem soon sorted. I guess it's different play styles. I tend to wander around doing a lot of 'whatever', so I have a multi-role ship that suits my needs, that I modify slightly as needed. Don't currently have an AFMU on board, but plan to buy one before heading out in to the black - will swap to a smaller shield too. I did recently buy a ship and fit it out as a cargo carrier for the Golconda CG, but sold it after and went back to my Python.

I've got a bucket of cash and know how to make another bucket.. I've got more Mats than I know what to do with and any I use would be easily replaced as I play.. As someone who just kicks around the galaxy seeing the sights and finding a few of my own, my ship is my home. It's not perfect at anything, but does reasonably at enough for me.. Exploring? Check. Various missions? Check. Small cargo runs? Just a cargo module away..
 
The sad fact is if the proponents succeed and convince FD to alter the current module storage limits the only upper limit that can be used is 'unlimited'. Simply put, whatever the new ceiling is, within a very short amount of time someone will reach it and the cycle of wanting an increase will start all over again. So FD might as well bite the bullet and just give everyone unlimited EVERYTHING storage and be done with it. Otherwise this forum will be having the exact same conversation next week/month.
 

Deleted member 110222

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Sure.
Lots of people like candy crush.
Lots of people like Beyonce, Ed Sheeran and Kanye West.
Lots of people watched Terminator 6.

As a general rule, popular things tend to suck.
Fair enough. You're entitled to your opinion.

I'm entitled to disagree with it in totality. I leave it at that.
 
Fair enough. You're entitled to your opinion.

I'm entitled to disagree with it in totality. I leave it at that.

Of course, everyone has his own opinion. It just becomes invalid when you use it to make general statements like 'popular = good because it's my opinion".

We have a big Chinese all you can eat 'restaurant' in our town. It's pretty popular, gets lots of good ratings because it's cheap and offers 50 different dishes from 100 different animals. The food is crap, but nobody cares as long as it's cheap.
We have another, small Chinese restaurant. They only use fresh ingredients, organic meat, offer hand pulled noodles (which is a form of art), it's more costly though. They aren't as popular and get worse ratings. It's the better restaurant.
 
We have a big Chinese all you can eat 'restaurant' in our town. It's pretty popular, gets lots of good ratings because it's cheap and offers 50 different dishes from 100 different animals. The food is crap, but nobody cares as long as it's cheap.
We have another, small Chinese restaurant. They only use fresh ingredients, organic meat, offer hand pulled noodles (which is a form of art), it's more costly though. They aren't as popular and get worse ratings. It's the better restaurant.
It is the quantity over quality people tend to choose now a days, we call this "Geiz is geil", this is just silly and on the long run dangerous, for health and economy
 
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