Outfitting - Ship Presets

rootsrat

Volunteer Moderator
I think this has been suggested before, but couldn't find a thread, so here goes.

A good QOL improvement to the outfitting would be to have ship build profiles saved and being able to change them with a click.

Profiles

A profile would have to store at the very least:
  • Weapons
  • Utility modules
  • Core modules
  • Optional modules
Required, but probably more tricky:
  • Power priority settings
  • Fire groups
Extra bonus:
  • Livery for the ship, SRV(s) and SLF(s)
Modules

All required modules must be stored locally - that would be easiest to implement I guess.

Extra bonus:
  • If a required module is not stored locally, but has a equivalent part, it should be mounted instead (even if not engineered), as long as Class and Size match (handle in bulk in case of multiple modules)
  • If a required module is not stored locally, but there is no equivalent part locally, a pop up to trigger module transfer and providing info about the waiting time (handle in bulk in case of multiple modules)
  • If any required module is mounted on any locally stored ship - provide info which ship(s) have the module(s) installed.
  • If any required module is mounted on any remotely stored ship - a pop up to trigger ship transfer and providing info about the waiting time (handle in bulk in case of multiple ship)

I realise this is a bigger piece of work and not sure if everything would even be possible in the game engine, but I would absolutely love to see even some bare minimum version of this.
 
etc :)
 
The core issue is we were never suppposed to have more than one ship at a time. The UI was never made for that (unlike suits). It would be a major UI overhaul to make that happen, they have sooooo many other things they could be putting dev time in.

Also unlike suits where everything is assumed to be with you at all times, you have to deal with crap like - what happens if it's on another ship? What if it's on another station? What if it's hot? These are all complications that make it waaaaay more complicated than suits, that also have to be dealt with. Consider this is the UI that currently just hides options you can't have with no explanation.
 
yeah, the odyssey loadout system is great - of course, if we were to adapt that system for ships we'd need to rethink how transfers work and so on, not to mention changing the module storage limits.

But then again, maybe we wouldn't need to have as many modules in storage if four overcharged pacifiers is all you ever needed to have? Kinda like suits, I only ever need at most two of each primary weapon maxed out, maybe three if I want to have a couple for my CZ loadout and a separate one for silent jobs.

I certainly wouldn't miss engineering yet another set of lightweight life support, dirty drag drives and a whole stack of HRPs and weapons every time I bought a new ship or wanted to play around with a build.
 
The core issue is we were never suppposed to have more than one ship at a time.
Yes - combined with an outfitting design which makes ships considerably less capable of multipurpose work than in the previous games, so if you want to do more than one thing you either need multiple ships or to constantly be refitting your one ship.

That's another advantage of Odyssey, of course: there are two specialist actions, both of which you can predict extremely easily when you might need them before you set off. Everything else is available to every suit.



Agreed that the "what if it's on another ship/station/etc." problem is significant for the interface. But there is a lore-friendly way around that:
1) Your NPC SLF crew already make their own way to whichever station you're at no matter how unplanned your own approach to it, fast enough to be waiting for you when you get there. No-one ever objects to this as unrealistic, so there must be a lore-friendly explanation for how they do it that no-one wants to investigate too much.
2) They could happen to have brought exactly the right modules with them for your next loadout.
3) So, ship loadouts are only made available if you have a crew member: if you need a module from another ship, the crew member is assumed to have arranged for it to be transferred to the station in advance. You still pay the transfer cost, but the transfer time is waived. In exchange, of course, you're paying crew salaries (require the crew member to be at least one rank above their initial rank if you care about hire-and-fire exploits).
4) You can't move an actual ship this way, but you could buy a new fresh hull and apply the loadout; given the transfer+crew costs this would be an expensive way to do it!

Anyone with a Fleet Carrier and the discipline to keep all their ships and modules on it when not in use gets virtually no advantage from this, it's really just a way to justify making the interface work for everyone else.
 
Outfitting "UI" should be replaced (at least enhanced) with the almost perfect, free and open source Coriolis.
It could serve as an IN-GAME theory crafting tool with the option to apply the build with one click. Presets
could be saved, Storage and already fitted items on other ships could be made more transparent, as OP
mentioned. Click to swap modules from other ships, etc. Any missing modules and engineering could be
augmented with a shopping list type interface to help you gather what you need, based on what you already
have. I could go on and on.

I know, go back to bed X..
 
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Outfitting "UI" should be completely replaced with the almost perfect, free and open source Coriolis.io.
It could serve as an in-game theory crafting tool with the option to apply the build with one click.
Instead of putting in all the work to do this, FDev could open up outfitting to external mods instead that would enable loadouts.

Essentially having 3rd party tools to handle loadouts.

All that's needed would be having the ability to send "install/uninstall module (id) from ship (id)" commands to the game/server (ideally also transfer, transfer+install on arrival and engineering). This could just be something from a text file like the visited stars import used to be when it worked.

With this you could have a 3rd party tool handle presets with a non-crappy UI and you could do remote management on your ships (no reason to restrict it to local only besides the extra UI work needed).

Players are already used to the jank of tabbing out all the time to find anythig in the game so this wouldn't be a huge step to take.
 
.. FDev could open up outfitting to external mods instead that would enable loadouts..
Exactly. Import Coriolis/EDSY build. What could be simpler? I spend half of my gameplay time in one 3rd party app or another (that is not an exaggeration) and then I have to waste more time applying all that in game..
 
Exactly. Import Coriolis/EDSY build. What could be simpler? I spend half of my gameplay time in one 3rd party app or another (that is not an exaggeration) and then I have to waste more time applying all that in game..
The logic of "what modules you have and what you need" could be pretty tricky and coriolis/edsy don't know what modules you already have (inara does and has a "target loadout" feature even!). You'd need to construct a set of operations to get a ship from one state to the other and that would be a lot of work to actually painstakingly do and thoroughly test which is why I think FDev would never do it themselves in a feature-complete way.
 
The logic of "what modules you have and what you need" could be pretty tricky and coriolis/edsy don't know what modules you already have (inara does and has a "target loadout" feature even!). You'd need to construct a set of operations to get a ship from one state to the other and that would be a lot of work to actually painstakingly do and thoroughly test which is why I think FDev would never do it themselves in a feature-complete way.
Yes, Inara has import/export feature but no way to edit a build. The problem is Fdev. The game is 10 years old and we have all these great external resources. I don't understand why nobody there made the effort to collaborate and make the game better. Someone else did all the work for them and those developers would probably feel honored to have their ideas implemented in the game they love. I know I would.
 
Probably one of the most needed QoL improvements we'd need... given the amount of modules/ships and build types specc'ed for certain activities.
 
Oh my God yes plus one for this idea.

I use my asp explorer strictly for exploring, because trying to reconfigure everything for something else and then trying to remember what I had originally would be a nightmare. It would be lovely if I could just say go back to this setting with this stuff in it.

Same for other ships.
 
Yes, Inara has import/export feature but no way to edit a build. The problem is Fdev. The game is 10 years old and we have all these great external resources. I don't understand why nobody there made the effort to collaborate and make the game better. Someone else did all the work for them and those developers would probably feel honored to have their ideas implemented in the game they love. I know I would.
I suspect that their are many potential legal minefields lurking around that.
 
What's the poibt of saving a build if you will get unenginered parts put on instead?...

If you make it so that you first save a "main build" that a ship will return to when you store it, you would never have the problem of modules being used on other ships. You might still have to wait, but that's not anything different from now.
 
Yes - combined with an outfitting design which makes ships considerably less capable of multipurpose work than in the previous games, so if you want to do more than one thing you either need multiple ships or to constantly be refitting your one ship.

That's another advantage of Odyssey, of course: there are two specialist actions, both of which you can predict extremely easily when you might need them before you set off. Everything else is available to every suit.



Agreed that the "what if it's on another ship/station/etc." problem is significant for the interface. But there is a lore-friendly way around that:
1) Your NPC SLF crew already make their own way to whichever station you're at no matter how unplanned your own approach to it, fast enough to be waiting for you when you get there. No-one ever objects to this as unrealistic, so there must be a lore-friendly explanation for how they do it that no-one wants to investigate too much.
2) They could happen to have brought exactly the right modules with them for your next loadout.
3) So, ship loadouts are only made available if you have a crew member: if you need a module from another ship, the crew member is assumed to have arranged for it to be transferred to the station in advance. You still pay the transfer cost, but the transfer time is waived. In exchange, of course, you're paying crew salaries (require the crew member to be at least one rank above their initial rank if you care about hire-and-fire exploits).
4) You can't move an actual ship this way, but you could buy a new fresh hull and apply the loadout; given the transfer+crew costs this would be an expensive way to do it!

Anyone with a Fleet Carrier and the discipline to keep all their ships and modules on it when not in use gets virtually no advantage from this, it's really just a way to justify making the interface work for everyone else.
Yeah, having ships need a transfer time but modules just use a loadout system that's assumed to be available everywhere would solve a hell of a lot of grind while still imposing a logistical barrier to the ol' "just fly there in a taxi ship then hop into your FDL" worries (even if that barrier is just "you have to find a station that sells FDL hulls as your jump-off point")
 
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