Ship Fitting Quick Swap. Inventory Station Storage.

We all know the benefit of having dual hulls fitted for specific purposes, however as a quality of life feature, the ability to save your fits i.e pvp, pve, travel speed etc etc and quickly swap between them would be nice.

Also the ability to purchase; permanently or weekly hire, inventory space in stations. It'll be nice not to have to sell goods straight away if you feel like doing some combat before making the trip to sell your goods, in your newly swapped max cargo hauling ship.
 
Basically, you're asking for a builds manager? Where we can save our setups for ships, and then one-click re-equip an old loadout when we've stripped a ship at a station?
Sounds fair.
Dunno how much work would need to go into coding such a system to account for all the edge-cases though, like when you actually end up going over your ship's weight with a bit of engineering but only find out after you unequip stuff and cannot re-equip it.
 
Basically, you're asking for a builds manager? Where we can save our setups for ships, and then one-click re-equip an old loadout when we've stripped a ship at a station?
Sounds fair.
Dunno how much work would need to go into coding such a system to account for all the edge-cases though, like when you actually end up going over your ship's weight with a bit of engineering but only find out after you unequip stuff and cannot re-equip it.

Dunno what that means, you have to fit the ship first before you can save the profile/loadout - the modules will also have to be present too - perhaps specific modules can/should be earmarked or tagged with the names of the loadouts (my preferred term).

Editing the module via engineering shouldn't delete the module from associated loadouts.

I too have no idea how feasible it would be as I'm not a developer, I just missing quality of life experiences from a game that can get tedious if you allow it. Hence the ubiquity of owning multiple identical hulls for different purposes.
 
Dunno what that means, you have to fit the ship first before you can save the profile/loadout - the modules will also have to be present too - perhaps specific modules can/should be earmarked or tagged with the names of the loadouts (my preferred term).
Basically it's possible to make changes to your ship after saving the loadout, which, for example, reduces the maximum mass your thrusters can handle. Which you don't notice until you remove your modules which were already equipped beforehand, when suddenly they cannot be re-equipped to your ship after removing them. So the loadout manager would need to be coded so as to recognise when this happens and inform players of it, and suggest how to fix this issue, because otherwise you'd constantly have a bunch of forum threads asking "What's wrong with loadouts?" and "Why can I not re-equip my loadouts?"
 
To clarify, I am all for such a system, as I've been feeling the pain of its loss in Guild Wars 2 after spending half a decade enjoying it in the original Guild Wars, and complaining on the GW2 forums for them to bring it back, for 7 years now.
I'm just pointing out potential hurdles when implementing it which Frontier would need to take into account were they to consider implementing it, given how certain things work within Elite's mechanics.
Several of my ships I use for multiple roles, re-equipping them as necessary. It'd be convenient to streamline this process. Moreso I expect for people with fewer ships than I have.
 

Lestat

Banned
To clarify, I am all for such a system, as I've been feeling the pain of its loss in Guild Wars 2 after spending half a decade enjoying it in the original Guild Wars, and complaining on the GW2 forums for them to bring it back, for 7 years now.
I'm just pointing out potential hurdles when implementing it which Frontier would need to take into account were they to consider implementing it, given how certain things work within Elite's mechanics.
Several of my ships I use for multiple roles, re-equipping them as necessary. It'd be convenient to streamline this process. Moreso I expect for people with fewer ships than I have.
In 2014 I would have agreed with you. Because it took so long to earn large ships then earn another Large ship which would take Months to earn an A-Rated Anaconda and heavy armour. But today starting fresh from a Sidewinder at the end of the day you can have a fully A-Rated Anaconda heavy armour and Elite Trader too boot. Buying multiple ships is easy today and this idea of just doing a few engineered modules and complaining because you have to keep switching them to another ship. Well, easy fix. Start engineering other ships so you don't have to do this.
 
The thing is, I LIKE having a single ship I use for everything. (And presumably Frontier's accountants hate people like me for it because it means I spend less on paint jobs for all the ships I use for different roles, take note - give me more stuff to customise my cockpit! And a T9 ship kit would not go amiss) - I want to be able to swap her between roles faster than it takes right now, at the very least being able to tag items in storage so they show up grouped together, rather than having to find them all among everything else for all your other builds would be handy.
 
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