Module swapping gone?

2) I've had more than a few people's fair share of roguelike induced rage fits and my dwarf fortress addiction is the reason I'm wearing prescription glasses. You are not meant to have everything in these games. Everything is not meant to be apparent or available. It's not meant to be convenient, it's not meant to work with you, it's not meant to even be possible in many cases. And this is all okay, because such is life, and such is the game.

I'm a huge fan of the pilot -> ship -> galaxy thing. I like the idea of the limited inventory. I wish you weren't even able store ships, as this could bring more strength to each ship's identity. I think FD needs to man up and say "This is what you guys are asking for, but this is what it's going to be instead. Our reasoning is this, this, and this. We're sorry it's not what you want, but it's what we want, and you need to deal with it or quit." But alas, that will not happen.

I agree with this to some extent - except for the fact that I'm all for multiple ship ownership simpy because flying the same ship over and over again grows boring at some point no matter how much you like the ship. Sometimes I just want to space-truck in my Anaconda to relax, sometimes I want to take a weight-stripped Courier into an SSS.

However I was actually quite fond of the 10% fee when selling modules, planned my fittings accordingly and refitted them for their designated purposes - and then it never came.

Most of the multi-purpose ships ended up being real multi-purpose fits and guess what - I stuck with them because although they're inefficient at trading/PVE and suicidal in PvP, they feel "right" to me.

When it comes to power-specific modules though, I think storage is mandatory to mitigate the vast imbalances FD have introduced with them (tremendously bad idea in the first place).
 


I agree with this to some extent - except for the fact that I'm all for multiple ship ownership simpy because flying the same ship over and over again grows boring at some point no matter how much you like the ship. Sometimes I just want to space-truck in my Anaconda to relax, sometimes I want to take a weight-stripped Courier into an SSS.


Or you need a Sidewinder taxi to collect those damn bounties in a system with only Outposts you blew up some pirates in with your Large pad ship!

However I was actually quite fond of the 10% fee when selling modules, planned my fittings accordingly and refitted them for their designated purposes - and then it never came.

I'd have been fine with that, too.
 
The first thing to be clear on is that this "glitch" isn't specific to PP weapons. I never had them. Yesterday doing regular module swaps it just became apparent that the ability to re-buy had stopped working once a new module was fitted.

From the fact that it's working in the beta as reported, it would seem that this was a bug due to server problems over the weekend.

Now FD has to figure out how to deal with the situation.

Sounds like they can't recover or replace any lost weapons that occurred due to the server error.

Now it remains to be seen if they are going to make this the normal behavior or restore the original functionality.

They are trying to decide which way leaves the least amount of egg on their face.

I'm not crying.

I'm laughing.

Let's see this one play out.

More fun than the game.

The issue with not being able to rebuy sold modules is with the transaction server. People don't lose cr for anything sold so there is nothing they need to give back to anyone.

Being able to sell modules to transfer over from ship to ship has been claimed by support before to be an unintended workaround players were doing to transfer PP modules. So those losing their PP modules are SOL basically. This has happened before, but by someone whose station timer reset unluckily for them right after they sold it and that was support's response basically to the complaint (the player posted the email).

Not that I don't think there should be some type of storage system in, just saying I wouldn't expect to be getting any PP modules back for those that sold them and couldn't rebuy.
 
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for regular modules, it would help to have a better way to find out where you can buy them
for powerplay modules... they should be given out after a week, and removed if you ditch that power - that would solve many of these issues ;)
 
for regular modules, it would help to have a better way to find out where you can buy them
for powerplay modules... they should be given out after a week, and removed if you ditch that power - that would solve many of these issues ;)

Could you elaborate as to how you figure that'd work?

I'd just adapt and stick with Aisling. It's not like I made a single merit not preparing a negative CC system or shooting her fed/alliance friends during the time I needed to spend with her to obtain my shields.

Spent the rest of my time using her minor faction influence bonus to support minor factions increasing system maintenance for her.

As a matter of fact I'll pledge again after I have all the modules I wanted. I didn't do much, but certainly managed to do more harm than during all the time I was pledged to Torval at rank 5.

In case your solution is applied at any point, I'd of course immediately defect back to her :p.
 
Whilst its an answer to a different question it represents the devs opinion of PP rewards in a wider context. They clearly think that once you have earned the ability to purchase them then you have earned the right to keep them, ergo the situation currently being experienced is not as intended.

you keep the module but the ability to purchase them is lost when you defect or loose rank. so if you sell it to a station there's no buying back, makes sense to me.
 
you keep the module but the ability to purchase them is lost when you defect or loose rank. so if you sell it to a station there's no buying back, makes sense to me.

Also, if you have "defected" the Power, if you die - you lose the part - end of story. At least that is how it should be.
 
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Also, if you have "defected" the Power, if you die - you lose the part - end of story. At least that is how it should be.

Everyone has their very own personal notion of "how it should be".

For instance, I don't think I should lose the part after defecting the power. It doesn't belong to them - I put in the time, I jumped through the hoops, and I bought it.

It wasn't given to me as a perk.

I'm totally OK with losing the ability to purchase a new one after I defect, but I shouldn't lose what I already bought (as long as I can cover the insurance).

Such a change would only make PP modules even more unappealing than they already are.

PP is frustrating enough as is, so you might as well just get rid of it, instead of reducing it to complete pointlessness and watching as it dies a slow, agonizing death.

you keep the module but the ability to purchase them is lost when you defect or loose rank. so if you sell it to a station there's no buying back, makes sense to me.

Selling and rebuying modules was the only option to transfer equipment between ships, and it worked reliably, until suddenly it didn't anymore.

The fact is that those people never had the intention to part with their modules. They were using the only option available in the game.

And that is very frustrating, because the inability to keep AFTERMARKET modules that you bought SEPARATEDLY from the hull doesn't make sense at all.

I mean, currently if you want to trade in your ship, first you have to sell all your valuable modules, then you sell the hull at a loss, then you buy a new, different hull and go on yet another wild goose chase to find the modules you want for your new ship.

If by chance one of your old modules is a fit, then the option to rebuy it will save you that much time - it's a clunky mechanism, but it worked.

Chasing for parts might sound awesome when you're finally trading your sidey for your first cobra, but after a couple months it gets really, really tiresome.

Besides, removing the ability to swap equipment from one ship to another will not prevent people from collecting different PP modules. It will only make it more expensive and burdensome, and it will affect only the players who don't have enough money to buy several different ships and fit every one of them as the modules become available.
 
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Note: I never got any swag out of Power Play, so I had no Power Play goodies stored.

After reading the thread, it seems the direction Frontier is taking is to limit the number of ship roles, and modules, available to the player. With multi-role ships, I would swap out sensors, scanners, scoops, cargo racks, etc, to change roles.

Now, it seems to be one dedicated ship per role, and never sell anything off. Luckily, Vicky The Vulture is complete as she is, as is Alison The Asp.

Seymour The Adder is depressed, as is Gladys The Cobra.

Looks like I'm going to be flying around inhabited space, liquidating Sidewinders/Haulers...and the stuff in them. :(
 
Same here. I lost one mining lance beam laser and have opened a ticket already.
I can't rebuy it even I do not swap my ship after 30 seconds selling it.

In fact, I just want to collect those rare modules.
It's my collection and I may never use it- I can't image how or when would I use mining lance beam laser for attacking or mining.
Really a setback for me that I lost it suddenly.
 
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You never need to go on a wild goose chase if you consider that Founder's World has everything. You just need the permit.

Also, you should not be able to buy modules in a station that doesn't carry them. In the busiest terminals in space, you'd have dozens of modules coming and going, so there should realistically be every module in the game available at some point, not just to you but to anyone in that station who was there when you sold yours. Why should it be reserved for you? So since that's not the case, no one gets it. You sell it, that's it.

FDev is tying up loose ends. Things that don't make sense in the game need to be done away with. Fun is fine, hell it's more than fine, but we cannot sell 500 tons of Palladium and buy it right back from a station that doesn't sell it.

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you keep the module but the ability to purchase them is lost when you defect or loose rank. so if you sell it to a station there's no buying back, makes sense to me.
Too many people bandwagon jumping on the leader every week. Defecting has no real cost.
 
Also, if you have "defected" the Power, if you die - you lose the part - end of story. At least that is how it should be.

Yeah, that's what I've always thought too (though I personally have no problem with swapping it out into another ship)

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Everyone has their very own personal notion of "how it should be".

For instance, I don't think I should lose the part after defecting the power. It doesn't belong to them - I put in the time, I jumped through the hoops, and I bought it.

It wasn't given to me as a perk.

I'm totally OK with losing the ability to purchase a new one after I defect, but I shouldn't lose what I already bought (as long as I can cover the insurance).

Except that they're not fixing your old module, are they? They're getting a brand new one. From where? If a Power has some convoluted way of holding onto special parts except for special members, then why would they suddenly be cool with giving it back to someone who defected?
 
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Just tried this because i wanted to refit with 1.4 anyway.
I have 5 Eagles with Mining Lances stored, so i wanted to fit 2 of them in my Conda for later.
Sold my pulse turrets, switched to the eagle, and there the pulse turrets were gone.
Sold the Mining Lance, switched back to my conda, and there i could rebuy them.
 
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You never need to go on a wild goose chase if you consider that Founder's World has everything. You just need the permit.

And if you consider that you need to get to elite level in order to get the permit, it won't help you *at all* for quite a long time. Until that happens: wild goose chase.

Let's also consider that I might be very, very far away from the Founder's World and I might think it's very stupid to cross the whole of the inhabited space every time I want to upgrade my ship. After all, depending on how far you are, the round trip would waste even more time than a wild goose chase.

With that in mind, your input is appreciated, but it's not really a solution to the issue I mentioned.

Also, you should not be able to buy modules in a station that doesn't carry them.

Nobody is asking for that, so I'm not sure what your point is.

In the busiest terminals in space, you'd have dozens of modules coming and going, so there should realistically be every module in the game available at some point, not just to you but to anyone in that station who was there when you sold yours. Why should it be reserved for you? So since that's not the case, no one gets it. You sell it, that's it.

Which makes absolutely no sense AT ALL, since we're not talking about commodities or raw materials.

Why would a business buy a finished product they will never use, if not to sell it?

FDev is tying up loose ends.

So far there's no official acknowledgement that this is intentional. In fact, there are reports that it doesn't happen in 1.4.

Things that don't make sense in the game need to be done away with.

On this we can surely agree, even though we clearly are not on the same page about what constitutes "things that don't make sense".

Fun is fine, hell it's more than fine, but we cannot sell 500 tons of Palladium and buy it right back from a station that doesn't sell it.

Commodities and modules are completely different. Stations buy commodities to fulfill their own demand and prices fluctuate.
That does not apply to modules, which they will *always* buy, always for the same price and in any amount you have to sell.

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Yeah, that's what I've always thought too (though I personally have no problem with swapping it out into another ship)

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Except that they're not fixing your old module, are they? They're getting a brand new one. From where? If a Power has some convoluted way of holding onto special parts except for special members, then why would they suddenly be cool with giving it back to someone who defected?

They don't *give* anything. They sell it - to the insurance company, not to you.

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This is not a matter of realism either.

Consider the business model of the insurance company:

You just lost a ship worth 10 million credits? No problem, they will take a one-time payment of 500k and cover the other 9,5 million credits themselves so you're not back to your freewinder.

Now if you're ready to accept that an intergalactic corporation is somehow able to exist while operating at a 1900% loss in EVERY SINGLE TRANSACTION THEY MAKE, don't you think it's a bit silly to selectively bring "REALISM" to the table?

The problem here is that a game mechanism ceased to function and people are losing stuff.
 
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