Optional Internals? Small Ships? Spillters & Hot Air!!

Wait, what

You want me to think of a word in English, which has a conventionalised dictionary meaning relating to a concept in physics, as meaning something completely different in the context of a specific video game.

Erm .... no. No, that's not happening.
Yeah it's a slippery slope before you know it we'll be measuring time in parsecs... ;)

As for the OP - this has been suggested & discussed countless times but there doesn't seem to be any interest from FD in implementing it.
 
Yeah it's a slippery slope before you know it we'll be measuring time in parsecs... ;)

As for the OP - this has been suggested & discussed countless times but there doesn't seem to be any interest from FD in implementing it.

Very good lol.

We can but discuss though, the more times it gets raised the more likely it is to be implemented.. (In theory)
 
This thread has made me think that the existence of HRPs and MRPs is an argument for slot splitting. If slots are one physical space, I've never quite understood how putting something in one compartment reinforces other parts of the ship. To make sense, it seems that you'd have to say "I'm losing the equivalent of a slot because I've distributed more armor throughout the ship." If you're willing to go there, then that argues for being able to split slots in other ways. Not that I think it will happen. And, no, I don't need the Cobra mk IV, but I'd love some small ship with 8 slots. :)
 
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Then specialize the slots. Seriously it always comes down to combat... *yawn*

It's already demonstrated that the devs are capable of limiting what kind of modules go into optional internals by virtue of having military-dedicated slots that you can only put HRPs in and the like. Just make splitter racks civil modules only. Another alternative is limiting the number of HRPs any ship can have to 4 max, then it doesn't matter how many internals your ship has.

*yawn* And debutted every time - trivial fix: Don't allow stacking of most modules (cargo/passenger cabins excepted). (but OHNOES, my OTT builds can no longer be built!)

All along the same line, and all wrong. Indeed i used the example of combat and HRPs. It's the easiest example. I could come up with a number of other combination, which also break a lot of things, ships balance, etc. Not all of them combat related, just some pushing some ships leagues above and beyond other ships if similar price range. Is it really what we want here? Several pages of essays on how you could game and break a number of current game mechanics if we'd be allowed to break up module slots and freely mix and match things? I rather cut it down to the one easiest and most obvious example and be done with it.

And yes, you could -theoretically- create a set of rules to prevent that. But it would get huge in no time. We'd quickly end up with several pages of regulations, exceptions, limitations, etc. But of course, all players here would be quite eager to read and study that to the detail, not a single one would be discouraged by it and perhaps decide for another game instead, right?

It really boils down to this. There's three aspects:
1. Simple and understandable.
2. Allowing maximum flexibility in outfitting.
3. Being fair and balanced without breaking the game.

You can pick two, but not all three.
 
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