Module Storage

I've been guilty of a little pack-ratting myself from time to time, then I sit and I look at what I have stored away and I ask myself the same question:

"If this module is so good that I want to keep it, why isn't on a ship?"

If I can't answer that, I sell it. It's good for the budget, it's good for the storage space, and it's good for me.

https://s5.postimg.org/p11swp7uv/Module_Hoarding.jpg

OFC this all depends on if the module(s) in question are Engineered... because once you sell an Engineered module, you can't get it back.
 
OFC this all depends on if the module(s) in question are Engineered... because once you sell an Engineered module, you can't get it back.

Not really... even if it's Engineered, if it's not good enough to put on a ship, doesn't have a use for another ship and doesn't have some special purpose, it's credits.

You can always engineer something else. Otherwise, modules in storage don't do you any good whatsoever.
 
Not really... even if it's Engineered, if it's not good enough to put on a ship, doesn't have a use for another ship and doesn't have some special purpose, it's credits.

You can always engineer something else. Otherwise, modules in storage don't do you any good whatsoever.

I still think that's somewhat subjective. Sometimes I'll pick up modules and store them for later use- say for a particular fit of ship. (mining, etc.)

We don't always have the time to go do shopping and outfitting all at once, some of us are limited to the amount of time we can invest in the game at any given moment.

I see what you're saying... just not in agreement that it's a one-size-fits-all solution.
 
I still think that's somewhat subjective. Sometimes I'll pick up modules and store them for later use- say for a particular fit of ship. (mining, etc.)

We don't always have the time to go do shopping and outfitting all at once, some of us are limited to the amount of time we can invest in the game at any given moment.

I see what you're saying... just not in agreement that it's a one-size-fits-all solution.

That would fit into "Is this module planned for a different ship". Some times, on special occasions, one size really does fit all - including that one person that one size almost fits.
 
You do that by not engineering modules that you don't need

Okay then, if I do a few dirty drive rolls - keeping copies along the way as is sensible - and I end up with the following two rolls:

+35% optimal multiplier with -10% optimal mass
+33% optimal multiplier with -2% optimal mass

The first one works best on my ship as it currently is, so I keep it.

However I'm planning on adding prismatic shields that will raise my total weight.

Should I throw away the second roll?
 
It seriously sounds like you have a hoarding problem. And as per Sandro's comments on module storage, it's pretty clear there is no role in the game for which you are supposed to need to store this many modules. Buy one ship, equip it, if you need to fulfil a different role buy a second ship and equip it accordingly again.

And before I hear about "the grind", you don't need grade 5 modules of all your ships. In fact you don't even need engineered modules on any ship.

the tip with buy ships and equip them sound good until you must buy like 3 Corvettes and Anacondas, because you have like 3 or 4 weapon loadouts for both ships [big grin]
 
Should I throw away the second roll?

You can keep up to 60 of them...

Mind you, I don't really know why I'm arguing. I couldn't care less how much module storage there is. Personally, I think 60 is fine. Doesn't bother me if there is more, though - I just wouldn't use it.
 
I'm a PVEer...

If you're a PVEer then you have absolutely no need to minmax. And you can just buy your 5 hammers, mount them on your FDL and engineer them progressively. Why would you try and engineer 25 of them all in one go if you can just engineer one and easily extrapolate from there what it will be like with 5?

the tip with buy ships and equip them sound good until you must buy like 3 Corvettes and Anacondas, because you have like 3 or 4 weapon loadouts for both ships [big grin]

Well yeah, if you have big ambitions you'll need deep pockets.
 
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It seriously sounds like you have a hoarding problem. And as per Sandro's comments on module storage, it's pretty clear there is no role in the game for which you are supposed to need to store this many modules. Buy one ship, equip it, if you need to fulfil a different role buy a second ship and equip it accordingly again.

And before I hear about "the grind", you don't need grade 5 modules of all your ships. In fact you don't even need engineered modules on any ship.

No, no hoarding at all. All i am trying to do is often suggested "get things along the way, do not search for them specifically" with mats/data, and limits here make it completely impossible. As i simply cannot pick up what i find along the way, i have to leave it, and then to search for it when needed. Which is stupid TBH.

Second part - modules. Just an example - the last thing i did - a little bit of experimentation with weapons on vulture. It is the easiest ship in this regard, as it has only 2 weapons, and i never cared about different rolls, which is not the best thing to do, but with this limit storing different rolls is plain and simple impossible, so... how many different upgrade/special combinations are there? I've filled at least 50% of this storage with completely different C3 weapons. Then, ideally i also needed few different powerplants to be able to adapt them a bit to weapon/shield configuration, a couple of shield gens (biweave/normal/prismatic HD/thermal) and a set of different shield boosters to come with them. A couple of different lightweight utilities so that i an use them when i want 2 chaff for certain config instead of HSL+chaff and such. A couple of different HRP-s + different bulkheads to come with them. And here i am, running out of module storage for experiments with a single small ship... and this is something that actually happened, not a theoretical example for forums. And what if i wanted to do the same thing with bigger ship, with more different hardpoints? Or would you say i should not play the game/experiment with things in practice and use coriolis instead? Or should i sell things and re-engineer them each time i change something?

And what purpose does this limit even has, apart from making me sell and then redo things i already have?
 
If you're a PVEer then you have absolutely no need to minmax.

It's a game - I don't NEED to even play it. Presumably when you PVE you do it all in a Sidewinder, cos no benefit from better ships.

And you can just buy your 5 hammers, mount them on your FDL and engineer them progressively. Why would you try and engineer 25 of them all in one go if you can just engineer one and easily extrapolate from there what it will be like with 5?

Several reasons probably. One would be that heat increase is non-linear so not so-easily extrapolated.
 
Somebody asked this question during the livestream last night and Sandro confirmed they may be increasing module storage some time in the future. I can live with that, at least he's now changed his stance from "not doing it for gameplay reasons". This is progress people.

I would suggest doing it sooner though. I can't really think of reasons not too. People that don't need it won't use it and it could even reduce server data as it will no longer be required to purchase numerous storage ships.

If you're reading Sandro if you could just squeeze it into the Q1 update that would be great! :p
 
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