Please remove E-grade core modules from Fleet Carrier Outfitting.

Example: You buy the Level 1 package of 'Analytical Devices' from Fleet Carrier Outfitting.

This comes with five 8E sensors, ten 7E sensors, fifteen 6E sensors, twenty 5E sensors, twenty-five 4E, thirty 3E, thirty-five 2E, and fourty 1E.

Total mass of these Sensors: 2835T

Problem: Even without these modules stocked, storing a core module automatically fills the slot with an E-grade module!

These E-grade modules are completely useless. WORSE than useless, because they cost credits and take up MASSIVE amounts of fleet carrier space. And this applies to every single core module.

Please remove E-grade core modules from Fleet Carrier Outfitting.
 
Last edited:
I think the concept of only being able to buy packs of ships and modules gives a poor choice, and the default for the owner becomes adding the carrier modules for ship storage & outfitting from stored modules but no ships or modules for sale.

I can buy, store & sell any cargo on an individual, tonne by tonne basis, I'd like to be able to do the same for modules (and perhaps ships too although I don't see a use case for selling any significant quantity of ships other than suicidewinders), specifying precisely which modules (& possibly ships) I offer for sale and how many.
 
I think the concept of only being able to buy packs of ships and modules gives a poor choice, and the default for the owner becomes adding the carrier modules for ship storage & outfitting from stored modules but no ships or modules for sale.

I can buy, store & sell any cargo on an individual, tonne by tonne basis, I'd like to be able to do the same for modules (and perhaps ships too although I don't see a use case for selling any significant quantity of ships other than suicidewinders), specifying precisely which modules (& possibly ships) I offer for sale and how many.

I agree, but I just think that asking for that would take a lot longer than just getting e-grade modules removed.

Examples: the Defensive Enhancements package contains 450 tons of E-grade life support modules, for absolutely no reason. The Ship Power package contains 1040 tons of E-grade modules, for absolutely no reason.
 
Nope, just completely remove the very strange "pack" system entirely, and allow commanders to buy exactly what they want.
 
A rearrangement of carrier outfitting packs should happen.
Maybe for ships too, but for modules should be rather mandatory
 
Nope, just completely remove the very strange "pack" system entirely, and allow commanders to buy exactly what they want.

I don't see it exactly like that...

You see... a shoes retailer has to get all the sizing for a shoe line, including the smallest and the biggest numbers, that usually are way harder to sell
But yea, the current system certainly could use some improvements
 
I don't see it exactly like that...

You see... a shoes retailer has to get all the sizing for a shoe line, including the smallest and the biggest numbers, that usually are way harder to sell
But yea, the current system certainly could use some improvements
That may be true, but who cares how retail works in the 21st century, in real life.

In a game (even a game with simulation like elements) the primary objective should be to make a system that is the most useful and rewarding/fun for the players.
Failing that, a system that makes sense. There is not a single pack that I want to buy everything from, and there are many packs I want things from more than one group of -but you can only have one "level" of each pack... for... reasons.

It's just silly and pointless. Just let players choose what they want to buy/sell.
 
In a game (even a game with simulation like elements) the primary objective should be to make a system that is the most useful and rewarding/fun for the players.

FD seems to be into stuff that has perks, but also disadvantages.
So in this particular case, you get some modules you need, but packed with some modules you might not need. Roughly.

IMO nothing in the game is designed to be perfect and everything has a drawback.
However, i feels like sometime the are pushing it a bit too far

Hence me saying the system could really get some improvements
 
FD seems to be into stuff that has perks, but also disadvantages.
So in this particular case, you get some modules you need, but packed with some modules you might not need. Roughly.

IMO nothing in the game is designed to be perfect and everything has a drawback.
However, i feels like sometime the are pushing it a bit too far

Hence me saying the system could really get some improvements
I think this about nails it on the head - the big packs are about making module stock have consequences. But I agree the current approach could use tweaking. I definitely agree that there's no point in stocking E-grade core modules, since you can always get a free one by storing your current module.

E-rated optional modules are also pretty pointless, although at that point you're really getting into the whole conversation about whether A- through E- ratings even make sense for most components. However I do see a sort of point there - carriers are scattered all over the galaxy, and the proliferation of garbage-grade modules potentially creates some interesting "take it or leave it" choices for a player in need who happens across one. Or would, if any nontrivial number of carriers actually carried module stock. But that at least is another reason not to just offer bulk A-rated components.

That said, you already can tweak stock, it's just super inconvenient. You can, if you really want, buy out your own stock, store the modules, and then go sell them from the stored modules interface. So if you are just offended by the idea of setting out with E-rated parts, it's avoidable. And that being the case, the user-friendly thing to do would be to make that kind of adjustment workflow easier. Maybe make the base packs smaller but allow adding to them on a more a la carte basis. Maybe have a "return to factory" interface to cull stock you don't want to keep. Many ways to improve that without entirely discarding the module packs concept.
 
But why? what actual benefit does the pack system have over just being able to buy what you want?
IF they were balanced properly so they gave mostly what players wanted, with some other stuff thrown in alongside, then it could be quite nice, just so players have some diversity thrown in. IE, you buy 50 heat sinks and get 10 ECM alongside. That way, if someone wants ECM for some reason, they're there, and it doesn't cost the owner much in capacity.

Unfortunately, the current system tends more towards 15 heat sinks and 100 ECM. And, of course, 150 E-grade sensors alongside.
 
IF they were balanced properly so they gave mostly what players wanted, with some other stuff thrown in alongside, then it could be quite nice, just so players have some diversity thrown in. IE, you buy 50 heat sinks and get 10 ECM alongside. That way, if someone wants ECM for some reason, they're there, and it doesn't cost the owner much in capacity.

Unfortunately, the current system tends more towards 15 heat sinks and 100 ECM. And, of course, 150 E-grade sensors alongside.
Well, yeah.

However, if I was buying utilities, I'd stock a small number of everything, and then lots of "the good stuff"

And well, I could just do that without it having to be forced on me or requiring me to repetitively buy my own stuff and then sell it.

There's literally no way to give "mostly what players want" because... everyones a bit different.
 
Back
Top Bottom