Outfitting Rework, EVE Online Style

Dear Frontier,

I've been playing the game for almost 5 years now, I am triple Elite, I have 25 ships, including all the big ones, and plenty of money. I still love playing the game. And this goes to show you really don't need to waste our time to "convince" us to keep playing. All those bumps on the road all over the place are truly unnecessary.

Elite is a unique game. There's no other game like it. As someone else said, it's not a game, it's a life style. Personally, my main draw is trying new builds. But the sad part is that I try them on Coriolis more than in-game. The time it takes to actually have a build in place, after I have designed it on Coriolis, is simply too long. Even if I own the engineered modules required for a build, I need Inara to find them, and it takes ages to use a ship, remove a module, jump to another ship, remove another module, run out of storage capacity, buy a ship, haul a bunch of modules on it, etc. It's such an awkward and poorly designed system.

So here's my suggestion. Make homage to EVE Online and rip off their outfitting system. Just like that. Call it a homage. Heck, give them credit for it in the intro screen. They will send you a thank you email, and we will all be happier for it. I am sure you know exactly how EVE handles outfitting, but I'll share a screenshot anyway.

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The idea is simple, but we would need to make some changes.

First, engineering should be reworked. Again. Make them work like physical blueprints that you keep on your station storage. Once you have unlocked them, they can be applied to any module by paying a small fee in materials. Make it easy for us, and we'll buy more ships (which means more consumables) so we can try new stuff on them.

Once we have made that change, outfitting would become a real treat. Your whole storage, full of modules and blueprints, would be visible in one single screen. You would drag and drop modules from your storage into those nice ship slots. Engineering blueprints would be applied on top of the equipped modules. You could even drag and drop modules you don't own, but are available at your station. Once you are happy with the build, you press save, and all relevant costs would be paid for.

People would be spending much more money and materials on crazy new builds. People would actually try them in-game.

It would be a win-win.
 
You are right about there needing to be better in game tools for planning builds in this way. Without the use of out of game utilities the only way in game is to actually build it to know if it will work.

It would be a nice feature if shipyards were a bit more interactive than just selling the hulls with basic loadout. You could add "dealer fit" options (i.e. select the type and quality of modules you want fitted) for extra cost. If you request modules that the yard doesn't have in stock you can have them order it from another system and have them shipped in; or that could be offered as an optional courier mission for you to go fetch the additional part/s that you want to fit. Or you could do other contracts for the shipyard to earn your new ride.
 
It is my understanding: That anything Eve, is taboo here.

Not necessarily taboo. Most requests for EVE Online stuff to be incorporated into ED generally asked for the worst possible features of Eve Online to be incorporated, but there's certainly a lot to be said on improving the outfitting in ED and learning from good examples from other games is no problem, I'm not sure just ripping it off is the way to go though.
 
Not necessarily taboo. Most requests for EVE Online stuff to be incorporated into ED generally asked for the worst possible features of Eve Online to be incorporated, but there's certainly a lot to be said on improving the outfitting in ED and learning from good examples from other games is no problem, I'm not sure just ripping it off is the way to go though.
Agreed: The Eve ship fitting set-up is really good. Just not a good idea, to suggest that F.D.; do something the same.
 
You can already engineer anywhere with remote. Only thing you can't do is special effects. And you are right that the interface is clunky. That's because it was never designed for players to have multiple ships. Originally we would only ever have one ship at a time.
 
I am amazed that this type of thread starts again, slightly diff twist aka eve - no thanks to that by the way...
I do understand, but as I have said soo many times....building ships, not lego's....when you are new to the game it can be a pain till you figure it out, but after a few years and you still can't do it easily?

I have over 200 ships, over 100 are engineered, of the remainder, many are simply storage for engineered modules.
my actual storage usually has more than enough room to build more.

I found ages ago that it just seemed smarter to figure out which modules can work for several ships...
the result is, I have a long range conda and AspX, and I own a few clippers and fdls....
The conda can go 70 - 80LY jumps and carry almost any module for any other ship...(the other ships can often carry something too, only reason I listed them)
soo, the above listed ships are great for getting new modules engineered...and I also tend to plan waay ahead...
If I have to get a new module engineered I do it the same way I shop in real life.... I buy several of things I decide I want so I never have to be concerned when something breaks, or I simply wanted another or whatever....

Soo, I more often than not engineer 2 to 10 of whatever it might happen to be.
exceptions are there, yes...armor, cutter shield and thruster...so I ended up with a few cutters and a few vettes that all eventually became fully built for what they are purposed for...
I realize both practices here cost money
but life is the same, buy spares that you are likely to use...stuff breaks, stuff spoils, stuff dies..but if you bought enough the first time, you save money by not having to travel to a stor or pay shipping again
This game is far worse when it comes to this, prices are fine and you can get 15% off if you want, but time is the big value item here
how many times do you want to travel to an engineer to do 1 or 2 modules?
why not plan ahead and do a few more?
 
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Agreed: The Eve ship fitting set-up is really good. Just not a good idea, to suggest that F.D.; do something the same.

Because their vanity would feel offended? No one is the best at everything. It's wise to admit someone else has done something better than you, and learn from it. I don't see the issue in that.
 
Not really played Eve so can't comment on their outfitting scheme, but the idea of having saved configurations would be great. I'm a casual player and only really have 3/4 ships, so one ship may be called upon to switch roles, with the corresponding change to fitted equipment. It would be nice to have pre-configured or saved loadouts that can be applied to a vessel to ensure that when you switch from bounty-hunting to mining you don't forget to swap in your limpet controllers or cargo-racks..
The drag and drop stuff I could take or leave - it's not really in keeping with E:D's current UI, so I can imagine it may not make it, but please let us have the ability to save and then recall favoured configurations.
 
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