This would still be the case whether the slots were at 10, 120 or 240.No, absolutely not.
Seems like the whole point is that you have to be selective about what you store.
This would still be the case whether the slots were at 10, 120 or 240.No, absolutely not.
Seems like the whole point is that you have to be selective about what you store.
Don't even get me started on limpets! Why do limpet controllers not have storage for the limpets? You know that entire module is nothing but a little circuit board so why does it take up so much room without storing it's own limpets- This is the dumbest part of the game I have ever seen.The ultimate solution is to allow you to move modules between ships, even ships you perhaps aren't even using currently. This would include prices for shipping these modules and associated wait times for the final product. Needing to be in your ship before you can have it worked on makes no sense. I wouldn't go pick up a stored vehicle, sit in it and then ask the mechanics to update something. I would have them do it before I picked it up.
When this type of interface is created, it will revolutionize how we outfit and use ships and modules. You should still have to be in a ship to engineer the modules however.
I can imagine a screen similar to the shipyard only with two displays. You can select the modules in one and transfer them to the other, which would require either storing the 2nd ship's modules or swapping with the current ship. This would need to come with a performance meter and some stats that show your predicted gains or losses, and something that tells you "hey I notice you have limpets but you don't have a limpet controller" or something along those lines.
But with ships I can easily avoid that imposed limitation, making it pointless...
Don't be generous with my time and credits just because. Not you, the devs.![]()
This would still be the case whether the slots were at 10, 120 or 240.
Do you still feel that you have to make a choice?Well, yes.
There were those who made that exact point before the number of storage slots was increased from 60 (or whatever it was) to 120.... and now here we are.
I think most will agree that a big part of the fun in this game is the ability to swap modules between ships to experiment or change your role just a bit for either new missions or whatever you find available.
Do you still feel that you have to make a choice?
Should we also be limited to how many ships we can own? How many transfers we can make a day? These placeholders for content aren't entertaining or challenging. They are just largely inconvenient.
No.I'd agree with that but surely the whole point of experimentation is that sometimes it fails and you'll find you've wasted your time?
Because the actual thing you're going to do with assets isn't as entertaining as managing assets? I don't want an asset management game. I want a spaceship flying and killing of other spaceships game, discovering things and doing cool stuff. Managing assets happens enough on the ship. I shouldn't need to be a warehouse manager just to fly a spaceship in a game.More broadly, I'd suggest that what you're talking about is part of the larger concept of "asset management" and part of that is making choices about which assets you keep and which you discard.
Then lack of content can be dismissed if you're imaginative enough to pretend having poor content is challenging, and challenging is good game content. I've even read posts here where someone said being bored is part of the challenge. Huh?One person's "inconvenience" is another person's "gameplay".
Then it's no different for storage slots. Really, you're splitting hairs here.There's no reason why we should be limited on the number of ships we own, or the number of transfers we enact, because those things already requires various choices/decisions/compromises to be made.
If every different option in the game forces a choice, then more storage slots means more modules to store, meaning more choices when you go to use one. Limiting storage slots is limiting choices, not creating choices. You're never forced to use any of it.I can buy, for example, one Python and swap different modules onto it or I can buy 3 Pythons and build one for combat, one for cargo-hauling and one for mining.
One of those options costs less and will require less effort to build the ship and modules but will be a bit of a faff.
The other option will cost significantly more in terms of credits and effort but the result will provide much more convenience.
That's the choice I'm forced to make.
Are you conflating choices/options with forcing you to decide?With ship transfers, I can either build a bunch of ships and leave them in various places or I can transfer one ship to wherever I need it.
One choice is expensive but convenient, the other is less expensive but also less convenient.
Again, choices.
I'm all for a fee for storage.. for ships, for modules... everything. There should be a cost associated with operating from a station. If you're going to use their facilities, you should have to pay. If you're going to store ships, you need to have an income to afford it. That's the drawback. I agree providing more for no cost isn't good gameplay, and I never understood the free usage of stations and how they can remain viable.When it comes to module storage, there is no drawback to offset the benefit it provides.
Originally I could store 60 modules that I've put effort into buying/modding.
Now I can store 120 modules with no additional drawaback.
Increase it to 240 or 480 and players will gain increased benefits with no drawbacks.
I play because I enjoy flying the ships and interacting with the environment. Passive things like storage slots aren't good levers for game play in a space ship sim. The ship is limited already in cargo slots and other areas. I'd be ok with no storage at all, but people would use ships because they want storage. Since they want storage and there's no real gain from having it other than entertainment, I see no reason to not provide it since you can self-impose any restrictions you feel makes your game play better, unless you think the game needs to force that on you.To me, "gameplay" is all about providing a player with choices and forcing them to make decisions.
Just giving players more and more stuff is the opposite of gameplay.
It's just (to use a cliche) giving players a biger and bigger "I Win" button.