REMOVE the module storage limit

So what is your solution to this game breaking problem, what should the limit be set at?
Why does it have to be gamebreaking to get a tweak, very few other issues that have received a balance pass had to pass this rationale?
At one time it went up significantly then many of us lost dozens of fully engineered modules through the storage retraction.
I have 30 ships. With 120 storage slots that gives me 4 alt slots per ship.
I can only buy storage ships by scrapping a ship i have already built which seems silly.
Without fleet management tools refitting a ship for an alt purpose can be a pain, swapping back and forth between ships many times.
The only ways to solve this are fleet tools or more storage.

How much more? Imo the more the better.
 
Why does it have to be gamebreaking to get a tweak, very few other issues that have received a balance pass had to pass this rationale?
At one time it went up significantly then many of us lost dozens of fully engineered modules through the storage retraction.
I have 30 ships. With 120 storage slots that gives me 4 alt slots per ship.
I can only buy storage ships by scrapping a ship i have already built which seems silly.
Without fleet management tools refitting a ship for an alt purpose can be a pain, swapping back and forth between ships many times.
The only ways to solve this are fleet tools or more storage.

How much more? Imo the more the better.
Okay, but no one is forcing you to have 30 ships, which I would envisage are all different because why would you have the same ships if storage is such a problem. And please define how much is 'more' is it 150, 250, 500? Read my post above, the one where I suggest the limit be set to well 'unlimited' because whatever limit FD sets someone will reach it and complain.
 
I realize no one is forcing me to have 30 ships.
But FD created these ships for us to buy, use and collect as part of just playing the game.

With the amount and size range of modules used in any ship , the amount of different activities available to do and the range of engineering options that can can be applied to each type and size, 4 alts per ship requires mucho juggling to change activity focus for any of my ships.
If you add powerplay collectibles and special effects to the equasion it gets even more difficult.
I have no firm number in mind, as i said the more the better.

Either that or give us fleet management tools so i can swap out multiple modules from multiple other ships without leaving the ship im trying to refit.
 
Way back when Sandro flipped a coin on a livestream & asked the audience whether to double or half the module storage limit I'm pretty sure I was the only one that said half, I was against module storage.

But now that it's been in the game a long time, although personally I don't use it for anything much, I have seen descriptions of how others use it for swapping out weapons & other engineered modules depending on the role in their squadron or wing they need to perform in that session.

I thought an obvious solution would be to have lots of hulls all kitted out differently & ready to go, but the number of permutations make that impractical, so module storage it is & my view on it was changed. The OP makes a reasonable request, and there is no real gameplay in limiting how many modules can be stored when it is already this high (120iirc).

Which leaves any practical limitation (eg of the game engine or storage space). So assuming the number cannot be infinite, how big is big enough for any eventuality? 1024? 2048?
 
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Going by some of the responses already, FD should just admit defeat and make the storage limit infinite. Why, because whatever limit FD do set, some player will reach it through whatever means possible, and jump on here complaining that life isn't fair. So just make it that you can hold as many damn modules as you like, go for it, honestly who will care. Of course the down side is then the same people will complain that they can't manage that amount of modules and FD has to create a special way that these players can find a specific module in the 1,000's they now hold cos this mess is all FD's fault.
To be fair, currently there is no proper way of browsing the stored modules other than scrolling through the endless list of stored junk.
A proper store like interface, where you can pick if it's a weapon, armor, shield generator etc would make sense and would already be a big upgrade in QoL.
 
To be fair, currently there is no proper way of browsing the stored modules other than scrolling through the endless list of stored junk.
A proper store like interface, where you can pick if it's a weapon, armor, shield generator etc would make sense and would already be a big upgrade in QoL.

You can sort them, although it's not that intuitive. I have mine sorted by ascending module size.
 
I think an increase in the storage limit might be nice. though I'm only at about 50% myself, it would be good not to have to worry about the limit. I tend to strip down any ship I'm not planning to use for a bit, but I've stopped doing that now. It was nice to have any useful modules to hand and ready, but now I'm forced to swap ships, remove what I need, and swap back again. That's plain clunky.

Ideally, I'd like to see a generally better system all together. Something I think would be really nice (at least for me) would be the ability to create sub folders of stuff, rather than just one long list. I'm not one for buying multiples of one ship for different loadouts, rather I outfit a single ship as needed. I've love to be able to have a storage folder named "Corvette Stuff" for example, or another labelled "Utility Modules" etc. you get the idea. Just a better way to manage stuff as it's pretty horrible at the moment, even if I do only have 60 ish modules.

I do have a load of experiments - i.e. modules I've engineered but they've not worked as expected. However, I can't bring myself to just sell them as I put a lot of materials into them. I wish we had a "recycle" option to get at least some of the materials back.

Scoob.
 
.. snipped for brevity..

I do have a load of experiments - i.e. modules I've engineered but they've not worked as expected. However, I can't bring myself to just sell them as I put a lot of materials into them. I wish we had a "recycle" option to get at least some of the materials back.

Scoob.
I can understand your intent Commander but the old Logistician in me (my military trade) can't quite comprehend the problem. I understand the bit about doing a lot of experiments with modules, I think we have all done that at some stage. I just can't think of a viable reason to keep something I know I will never use, or at most, have an extremely low chance of ever using. Yes, you invested time and mats for these modules, fully agree with that. But until FD comes up with a way we can at least get the mats back on sale, they are really just dust collectors, never to be used.
 
My home system is Cubeo. Three very large starports. Solution is simple: Take some of your suffs and put it in station number 2. When full, do the same in station number 3. Three piles of stuffs, one star system. If you really, really need that much stuffs, you have too much stuffs.
 
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My home system is Cubeo. Three very large starports. Solution is simple: Take some of your suffs and put it in station number 2. When full, do the same in station number 3. Three piles of stuffs, one star system. If you really, really need that must stuffs, you have too much stuffs.
Is it that easy? Damn, here I am thinking that limit is a game-wide limit, not a station limit. Not that it would change anything with me, I think the most modules I have ever stored is around 80 odd but if you can store 140 modules per location, what the hell are people complaining about?
 
It is on a regular rotation. Together with Open Only PowerPlay, Off ship cargo storage, the Return of the ADS, and finally extra benefits to play in Open. I don't know who the scheduler is but they do keep very tight control on when each subject is posted so there won't be two live at the same time.
I mean . . . Those all sound pretty good to me. Maybe there are waves upon waves of new players becoming successively fed up with the same conspicuously missing features and design oversights, and then “helpfully” posting their suggestions on these forums without reading half a decade of archived posting and non-response on the topics? You know, because they can’t wrap their heads around something as basic as this being as broken as it is for any reason other than no-one has thought to ask for a change?
 
Another day and instead of enjoying newly engineered ship I'm wasting time on buying another Viper to store existing modules, browsing a dozen of STORAGE SHIPS to find the powerplay module I need right now. For the love of God, FDev have mercy... I'm and "end game player" (really hate that phrase!) that have all ships, all powerplay items and top engineered stuff for different occasions, but due to this IRRATIONAL restriction time spent with Elite only gives raises my frustration levels. Really, I'd like to try different ship builds rather than flying CAST IN STONE META SHIPS over and over...

FDev why can't you lift the limit of module storage? And how many threads like this one need to be written again and again?

I feel your pain as I have been engineering a lot recently and keep bouncing off mine as well. Higher capacity and the ability to sort by type would be great.
 
I think an increase in the storage limit might be nice. though I'm only at about 50% myself, it would be good not to have to worry about the limit. I tend to strip down any ship I'm not planning to use for a bit, but I've stopped doing that now. It was nice to have any useful modules to hand and ready, but now I'm forced to swap ships, remove what I need, and swap back again. That's plain clunky.

Ideally, I'd like to see a generally better system all together. Something I think would be really nice (at least for me) would be the ability to create sub folders of stuff, rather than just one long list. I'm not one for buying multiples of one ship for different loadouts, rather I outfit a single ship as needed. I've love to be able to have a storage folder named "Corvette Stuff" for example, or another labelled "Utility Modules" etc. you get the idea. Just a better way to manage stuff as it's pretty horrible at the moment, even if I do only have 60 ish modules.

I do have a load of experiments - i.e. modules I've engineered but they've not worked as expected. However, I can't bring myself to just sell them as I put a lot of materials into them. I wish we had a "recycle" option to get at least some of the materials back.

Scoob.
Agreed. Organization is more important than capacity. With a better UI/UX we would have been fine with the old 60 module cap. As it stands, you could double it to 240 tomorrow and people are going to have all the same problems eventually.

People as a rule hate inventory management in games, but usually it’s because the interfaces are so clunky and opaque. Elite is a particularly extreme offender in this area.
 
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