Other uses for Military slots...

I suggest that military compartments be able to be used for cargo or fuel.

Beluga and Dolphin passenger compartments can be used for cargo, but also for hull/module reinforcements... it should work both ways in my opinion.
 
I suggest that military compartments be able to be used for cargo or fuel.

Beluga and Dolphin passenger compartments can be used for cargo, but also for hull/module reinforcements... it should work both ways in my opinion.

The whole purpose of military slots is to prevent those slots from being used for fuel or cargo.
 
If that's the case then it should work both ways and passenger compartments should not be used for hull/module reinforcement.
You fit them don't you?

Edit:- Idiot mode; off. I have just checked the Dolphin and it has a special passenger slot and the above is right. So is the O.P. with the request.
 
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HRP and MRP were probably allowed due to the Passenger only slots being introduced long before passenger cabins were a thing so needed something to go in them beside cargo racks.
 
Maybe my request should have been... can we change one of the military compartments on the Gunship into a standard? :p

For what it's worth, even if one could load up all three class-4 slots with cargo... 48 more tons isn't going tot turn it into a Python. ;)
 
I'd be happy to help advocate, as soon as Exploration vessels get some of the same love Military vessels already enjoy.

Exploration vessels don't have any "extra" slots, let alone restrictions for them.
 
Maybe my request should have been... can we change one of the military compartments on the Gunship into a standard? :p

For what it's worth, even if one could load up all three class-4 slots with cargo... 48 more tons isn't going tot turn it into a Python. ;)

Hmmm that's a trick one. I must ask though, what are you using the rest of the slots for?

I'd be satisfied if the military compartment could take a Shield Generator.

This would be nice, it would allow players to free up a slot by mounting an undersized shield generator in a mil slot. Useful for traders, especially. I do get the distinct feeling though that there is a reason why we can't do that. Mil slots are rarely the biggest slot on a ship, and combat ships should, as a general rule, mount the biggest shield generator possible.
 
I posted this a while ago but not many people were a go for it. https://forums.frontier.co.uk/showthread.php/394772-Specialised-slot-modules-Fuel-tanks-to-Military

I'm more interested in the fuel aspect of it. It won't increase jump range so the dedicated combat ships will still have low jumps but at least it will be able to up there workable range a bit. After serving in the military for near a decade add fuel of a big thing to a lot of the vehicles to increase there operational range. This will give them a workable utility but still not a nippy zippy ships.

Not to fussed about the cargo aspect but certainly AFMU's and repair limpets should be added to the mil slot options IMO.
 
If I recall correctly the military slots were "added" to these vessels specifically because they are military vessels, if they turn these into cargo or fuel slots, giving these ships an advantage they never had to start with, then all other ships should have the added equivalent number of fuel and cargo slots to keep things even. They added military slots at the request of the users, now the users want to turn those slots into generic slots, it's obvious they should never have added them in the first place, lets just remove them and have these ships go back to the original load out.

No I am not really advocating their removal, but if you are determined to go down this path it will just discourage FDEV from adding specialised slots to any other ships because once the slots are added, no matter what their purpose, they will get a chorus of "hey, you allowed the military slots to be used for fuel and cargo, now allow my dedicated planetary exploration slots to be used for fuel and cargo."

So my answer is no, because if that happens we can say goodbye to any specialised slots in the future. The military slots were added on top of the original existing load out specifically to be used for military purposes, to now turn them into cargo or fuel slots would be just a kick in the teeth to our cargo hauling brethren, those dedicated truckers moving the life blood of the galaxy around who didn't get any extra slots for anything that can now be turned into extra cargo slots to increase their hauling capacity.
 
I've had some thoughts about restricted slots for different types of ships, and I'll share them here:

Military Slots (Federal Ships, Anaconda, Imperial Cutter, Eagle, Viper, Vulture, Type-10, etc):
Don't change the numbers of slots, or give them extra abilities, but increase their existing abilities. Any Module Reinforcement, Hull Reinforcement, or Shield Cell Bank gets a buff to their capabilities, say about 10%, over what they'd normally get in any other slot.

Passenger Slots (Beluga, Dolphin, Orca):
Remove the ability to install Hull Reinforcements, but Passenger Cabins get a 20% buff and Cargo Holds get a 10% buff to their capabilities.

Cargo Slots (Adder, Hauler, Type-6, Type-7, Type-9):
Add cargo-specific restricted slots to cargo ships in addition to the slots they already have, Cargo Racks get a 20% buff to capacity in these slots.

Exploration Slots (Asp, Diamondback):
Add exploration slots to exploration ships, AFMUs and Fuel Scoops get a 10% boost in capability, Planetary Vehicle Hangars and Advance Discovery Scanners are reduced in weight by 10%, Detailed Surface Scanners gain a 10% boost in scan speed and range.
 
If I recall correctly the military slots were "added" to these vessels specifically because they are military vessels, if they turn these into cargo or fuel slots, giving these ships an advantage they never had to start with, then all other ships should have the added equivalent number of fuel and cargo slots to keep things even. They added military slots at the request of the users, now the users want to turn those slots into generic slots, it's obvious they should never have added them in the first place, lets just remove them and have these ships go back to the original load out.

No I am not really advocating their removal, but if you are determined to go down this path it will just discourage FDEV from adding specialised slots to any other ships because once the slots are added, no matter what their purpose, they will get a chorus of "hey, you allowed the military slots to be used for fuel and cargo, now allow my dedicated planetary exploration slots to be used for fuel and cargo."

So my answer is no, because if that happens we can say goodbye to any specialised slots in the future. The military slots were added on top of the original existing load out specifically to be used for military purposes, to now turn them into cargo or fuel slots would be just a kick in the teeth to our cargo hauling brethren, those dedicated truckers moving the life blood of the galaxy around who didn't get any extra slots for anything that can now be turned into extra cargo slots to increase their hauling capacity.

Not really turning them into general slots though.

I don't think military slots should get cargo as that would be too general. But actually have them be able to use things that military vehicles all over the world often get modded for. It's a bit daft that a 'military' slot doesn't have the ability to fit any form or repair unit? these are designed to go into combat right? as for the fuel tanks how is giving them a bit more workable range going to make them more specialised than the transport or exploration ships. You'd take a dropship for example from a max range of 65ly (which the specialised ships can get close to in ONE jump!) to a more workable 120ly range. It doesn't make them jump further just be able to do more jumps between refueling.

Afterall it's fitting a role not making them more general. Why can passenger modules fit cargo or hull reinforcement for eg?

@damon8r351 has some good idea for MORE specialised slots so not it won't ruin the specialised ships but actually allow for specialised ship to specialise better over the multiroles that pretty much dominate the ship line up as is. Compare the Python to the Dropship. Python can do any role better then the dropship. But give the dropship the ability to put fuel tanks, AMFU's, repair limpets in the military slots will close the gap by a tiny amount but nowhere near get close to 'beating' it at all.
 
Keep in mind these military slots are relatively new. It wasn't a case of locking out an existing slot for military use, they are an entirely new addition. Prior to the military slots, those ships that have them simply had one less module slot.
 
Not really turning them into general slots though.

I don't think military slots should get cargo as that would be too general. But actually have them be able to use things that military vehicles all over the world often get modded for.

Can't argue with that really. The request for them to be used for fuel and cargo was a bit far I thought. As for slots in commercial ships being able to be used for hull re-enforcement and other military style equipment I can see an argument based on piracy and the local security forces inability to provide any sort of security. It's like millionaires buying cars with bullet proof armour, there are things you can buy with enough money and things you can't, such as fully equipped Abrams tanks, can't buy them that's military only. So yes there is an argument that some stuff is dual, military and civilian. Of course that's a hard analogy to pull into ED because just about anybody can get a military ship.

But they "added" extra slots to military vessels for military use, so no to fuel, no to cargo, anything that has a military application I can agree with.
 
I've had some thoughts about restricted slots for different types of ships, and I'll share them here:
You forgot the Cobras and Python... pretty rough to give every other ship something, but not them. Also i'd query why you give the Anaconda military slots, when it's meant to be a multi-role, much like the Python. Taking away it's mil slots might be good for balance, and indirectly give a buff to the vette, which would not be a bad thing.

... anything that has a military application I can agree with.
Slippery slope. How about the military uses for:

- fuel transfer limpet controllers, because the military has refuelling vehicles
- SRV hanger bays, because planet scouting etc
- FSD interdictor, so you can militarily pewpew the enemy
- Shield gens, because shields am good
- Stellar body scanners, as info on the enemy is good (re: Sun Tzu know your enemy etc)
- Surface scanners, as above

All have military uses :D

You'd assume they should not be for internal equipment, otherwise why didn't they have the module slots to start with, so should really be slapping stuff on the outside: HRPs, MRPs fit this. If the internal volumes are so fluid, why not break down some of those smaller slots on ships into 2x size 1 slots, so people can fit double scanners etc.
If they're just a fudge to make them more popular, because FDev saw low usage numbers, then I hope "Beyond" does a proper overhaul of ships. There's a lot that could do with a tweak, and module creep has meant previous fine number of internals now feel limited.
 
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You forgot the Cobras and Python... pretty rough to give every other ship something, but not them. Also i'd query why you give the Anaconda military slots, when it's meant to be a multi-role, much like the Python. Taking away it's mil slots might be good for balance, and indirectly give a buff to the vette, which would not be a bad thing.


Slippery slope. How about the military uses for:

- fuel transfer limpet controllers, because the military has refuelling vehicles
- SRV hanger bays, because planet scouting etc
- FSD interdictor, so you can militarily pewpew the enemy
- Shield gens, because shields am good
- Stellar body scanners, as info on the enemy is good (re: Sun Tzu know your enemy etc)
- Surface scanners, as above

All have military uses :D

You'd assume they should not be for internal equipment, otherwise why didn't they have the module slots to start with, so should really be slapping stuff on the outside: HRPs, MRPs fit this. If the internal volumes are so fluid, why not break down some of those smaller slots on ships into 2x size 1 slots, so people can fit double scanners etc.
If they're just a fudge to make them more popular, because FDev saw low usage numbers, then I hope "Beyond" does a proper overhaul of ships. There's a lot that could do with a tweak, and module creep has meant previous fine number of internals now feel limited.

As I said difficult, where indeed do we say this is military and this is civilian.

One of the problems with "just adding slots" is they are actually supposed to take up space in the ship, in theory that's why a Type 9 can carry more than an Adder, it's a bigger ship, if you start adding slots to the point where said ship couldn't possibly hold that much space it gets silly. I would prefer a strict limit on slots according to ship size and cargo crate size, it always seemed a bit, you know, magic when they just added slots to some ships. I didn't like it much personally but then I'm not designing and making the game, but of course if I was I would have made decisions that would have annoyed people in a different way, instead of adding slots I would have converted some of the existing to military, imagine the complaints. maybe it's a good job I'm not on the team :D
 
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