Module storage is too little to keep players long term

A shame the toxicity levels here...
really? I just had the misfortune to read the whole thread because of your post... and i would say there is 1 post i would consider rude, the rest are a mixture of agreeing / disagreeing or offering partial solutions
which is par for the course for a discussion forum imo.
 
really? I just had the misfortune to read the whole thread because of your post... and i would say there is 1 post i would consider rude, the rest are a mixture of agreeing / disagreeing or offering partial solutions
which is par for the course for a discussion forum imo.
There were 2 and they were acknowledged by the poster. What might you offer the convo without having read it in the first place, other than shade?
 
The fact is, it wouldn't matter if we had space for 1000 engineered items (that we almost never use) a thread like this will exist.

Right along side one demanding that engineers become less "grindy".
 

Deleted member 182079

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I recently reduced the size of my fleet from over 20 (mostly G4+ engineered) down to 8, as part of a re-focus and de-clutter exercise. That affected several larger ships, Vette, Cutter, Beluga, Conda, with plenty of module capacity.

Some ships have PP gear that I'd rather keep (shields, weapons) so the storage limit posed an issue reasonably quickly. I basically had to prioritise - PP modules, G5'd shields, thrusters and FSD first and foremost (as those are the most painful to G5), then whatever is left. Upgraded hulls were pretty much all sold, so were shield boosters, weapons, sensors, HRPs, and the like. All G5'd stuff.

That basically meant I could keep 5-6 modules per ship. Not a lot really if you consider the number of hardpoints, optional & utility slots on some ships, plus the standard core modules.

I took it on the chin and sold what I had no space for, after trying to re-use some modules for my new fleet's ships. Have currently about 90 or so modules in storage, so am coping - but I would've loved to have maybe 200-300 slots available as I really don't enjoy the hamster wheel of G5 engineering. But it is what it is.

Problem I have with using ships as storage is perception of clutter (I enjoy a minimalist approach to things both in-game and IRL), and the fact if I'm sitting at a station without shipyard, it's a major pain to fit modules to my current ship that are fitted to "storage vessels". Don't really know why the limit has been set to 120, surely can't be a technical limit...


Edit - forgot to respond to the OP - 2000hrs+ and module storage is the least reason to quit the game. I'm not overly happy with it but sometimes the challenge of making do with a limitation can be fun in itself.
 
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I'm at roughly 40 engineered ships and 90 modules in storage.
My take nowadays is I build a ship until I like it and then build the next.
I'm not switching many modules any more.
Workaround, sure, but for me it works.
More important then a storage increase (which I wouldn't reject by the way) would be
a better storage UI with filters for me...

That does seem to be a late game logical progression.
Start with one ship - buy another - start engineering - buy more ships - engineer more modules - get fed up with module swapping and use all those stored modules to design specialty ships. Saves loads of time, requires less storage.
The only issue is 40 ships... seek help.
 
It's not specifically about the length of time played, but more-so about the play style of wanting to try different aspects of the game. I can attest to this as I'm one of these players. I red-lined my module storage about a year ago and have since resorted to buying ships to store additional modules on.

So in this case, you need to remember which particular ships you stored which particular modules on (with engineering/experimental combinations). This means you need some external method of tracking which modules are on what ships.

Does this method technically allow you to store higher numbers of modules? Yes it does.

Is this method frustrating and time-consuming? Yes it absolutely is.

I think additional space, and some better UI elements allowing more intuitive module management (maybe even some sort of loadout save/load system) would go a long way.
I have a list that I prepared on a thing called paper with a pencil for my 8 Vultures, four Cutters and 6 Pythons.
😁
 
Buying new ship for module storage shouldn't be a solution becouse how long it takes to swap modules, and not only engineered modules need storage, even if you are based in sytem with good outfitting that is not shinrarta you never have full outfitting, so its easy to exceed module liimit with full fleet. FD not respect our time, other examples are engineers unlock, so it's not supprising.
 
Dear OP, I've been playing this game for over 2.5 years and have never come close to using my allotted module storage, so speak for yourself. If you need over 120 modules sitting around doing nothing, then you're doing it wrong or you are a hoarder. Get help if you need to:

 
Meh, 1st world problem.
Make it 250, and in 6 months someone comes up with the idea to make it 500 because there isn't enough room.

If you really buy 10 pieces of all the PowerPlay weapons, in order to save them for later then I could see someone running into problems. Never had them though, I use my stuff, and ships are a good alternative for storage.
 
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Dear OP, I've been playing this game for over 2.5 years and have never come close to using my allotted module storage, so speak for yourself. If you need over 120 modules sitting around doing nothing, then you're doing it wrong or you are a hoarder. Get help if you need to:

Cleaning clutter takes time, and this is video game, that is supposed to be played for fun, not for mundane maintance.
 
I'm not against the OP wanting more storage, but again with around 3,000 hours total play I'm nowhere near 'full' on module storage - in days past I'd keep 'A' rated modules stored as the stations I frequented didn't have the ones I wanted... Progress through a few hundred more hours and Jameson unlocked, problem gone...
I'll even sell engineered modules if they are duplicated or no longer have purpose. It would be nice if 'Remove Modifications returned 50% of the mats used...

It does take a while to 'let it go' when it comes to stored modules and is a tough decision to make :)
 

Deleted member 182079

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It would be nice if 'Remove Modifications returned 50% of the mats used..

It does take a while to 'let it go' when it comes to stored modules and is a tough decision to make :)
I would absolutely love that, and I'd be a lot more ruthless with my current modules in storage. But then people would have less reason to grind mats and the 'gameplay' that entails, so...

As for the second point, that is true also - I still keep my size 7 prismatics and various iterations of maxed out FSDs etc. etc., but while I'm not building more ships and still gather mats, my stock levels are looking pretty healthy so I ask myself why keep all that garbage:)

Edit - and to answer that question I suppose it's not just mats but the need to haul your ship to the various engineers in the hope you have indeed the required materials at hand to make the trip worthwhile. Really should consider moving back to Colonia lol
 
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Cleaning clutter takes time, and this is video game, that is supposed to be played for fun, not for mundane maintance.
Your statement is self-defeating, since just managing hundreds of modules is "mundane maintenance". Heck, the Outfitting Screen is "mundane maintenance" except for the building of new ships. The answer is so simple that it should be a no-brainer - build a fleet of ships each with their own purpose. On my old account, I have one Type-7 specifically outfitted for rescue missions, another Type-7 specifically outfitted and engineered for exploration, etc. Swapping modules back and forth is the epitome of "mundane maintenance".

Or you can just quit the game in a huff. 🤷
 
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As mundane maintance i meant swaping modules from storage ship to one i want actully use
Your statement is self-defeating, since just managing hundreds of modules is "mundane maintenance". Heck, the Outfitting Screen is "mundane maintenance" except for the building of new ships. The answer is so simple that it should be a no-brainer - build a fleet of ships each with their own purpose. On my old account, I have one Type-7 specifically outfitted for rescue missions, another Type-7 specifically outfitted and engineered for exploration, etc. Swapping modules back and forth is the epitome of "mundane maintenance".

Or you can just quit the game in a huff. 🤷
As mundane maintance i meant swaping modules from storage ship to one i want to use, watching same animation of weapon installing 8 times is not fun and time consuming. If you don't have base in Shinrarta, becouse for example you are engaged in power play and really need control system of your power for base, it's not difficult to reach 120 modules limit, if we count fuel scoops, guardian modules, human tech weapons, it's not only about engineered stuff. Btw, how many possible weapons combiantios with effect and mods is possible? I have no idea but i m sure 120 is tiny % of this number.
 
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