Ship specifications

I've been playing this for a while now, but I still haven't figured out if there is a better (in game) way to compare ship specifications (between ships and modules) except for the weird information panel in the Shipyard and Outfitting screen when docked at a station.

Where does EDShipyard get its' figures from for example?
 
It seems like such a low hanging fruit to introduce a screen in outfitting and shipyard with actual numbers. Maybe in 1.3?
 
I've been playing this for a while now, but I still haven't figured out if there is a better (in game) way to compare ship specifications (between ships and modules) except for the weird information panel in the Shipyard and Outfitting screen when docked at a station.

Where does EDShipyard get its' figures from for example?

Yeah, ship data cards like on the t-shirts for sale in the FD store would be nice. Easy to compare base ship stats.

Also, I hate they have mixed letters and numbers going in different directions for stats. Larger sizes should be easy- from zero-whatever and power should be easy, zero-whatever. The way they have done it with A being the best power, if they want to introduce over-powered weapons or higher tech or any future advancement they are boxed in- maybe it is AA, which is just silly.

Stat cards should be available with ratings based on lowest possible components and "window shopping" the components should show an adjustment in the Ship Data Card as to how it will affect the stats. For example upgrading a drive should show a ship data card with old acceleration compared to the new drive selected in numerical or graphical format.

Easy to say I know, it could take a dev some time to implement. But it should have been thought from the start- now it is like a mystery to figure out the horsepower of the car you are buying. Like finding components is so hit-or-miss. Shopping in 3300 is a lot harder than today for sure.
 
It seems like such a low hanging fruit to introduce a screen in outfitting and shipyard with actual numbers. Maybe in 1.3?

This implies that it would be beneficial to do so.

Easier to change things that haven't been documented, plus it encourages experimentation.
 
This implies that it would be beneficial to do so.

Easier to change things that haven't been documented, plus it encourages experimentation.

From a previous thread on this topic I got involved it, it would appear that this is a very divisive issue. One camp says it's unnecessary and would stifle experimentation. The other suggesting that it will bring clarity to something that, at present, is arguably nebulous.

For me the benefit is clear, some upgrades cost tens of millions and yes, whilst I could get that money back by selling an internal that I've tested and don't feel is worth it, why should I? It can be expressed as a numerical value.

Plus the current system is dumb. You can buy higher number but lower grade component and see that e.g. 4 stats are higher and 2 stats are lower. However the system will tell you that the module performance is reduced when this is not the case. That's stupid. It should take a more holistic view of the change by accounting for the net change rather than just looking to see if a single value is lower.

However you could argue the fact that is the system itself gets confused, then how are we supposed to make useful sense of it; and that is exactly my argument for why there should be more information in the outfitting screen.
 
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Originally Posted by Morbad

This implies that it would be beneficial to do so.

Easier to change things that haven't been documented, plus it encourages experimentation.


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Interesting line of thought. Alas no, as a consumer of ships and modules I want to know what I'm buying. :)
 
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From a previous thread on this topic I got involved it, it would appear that this is a very divisive issue. One camp says it's unnecessary and would stifle experimentation. The other suggesting that it will bring clarity to something that, at present, is arguably nebulous.

For me the benefit is clear, some upgrades cost tens of millions and yes, whilst I could get that money back by selling an internal that I've tested and don't feel is worth it, why should I? It can be expressed as a numerical value.

Plus the current system is dumb. You can buy higher number but lower grade component and see that e.g. 4 stats are higher and 2 stats are lower. However the system will tell you that the module performance is reduced when this is not the case. That's stupid. It should take a more holistic view of the change by accounting for the net change rather than just looking to see if a single value is lower.

However you could argue the fact that is the system itself gets confused, then how are we supposed to make useful sense of it; and that is exactly my argument for why there should be more information in the outfitting screen.



This needs an ELI5

You can't put a smart car engine in a monster truck, the smart car engine won't even make the monster truck move. That's why lowering the class on any item even if it's a higher grade item doesn't improve the quality of your ship.
 
This needs an ELI5

You can't put a smart car engine in a monster truck, the smart car engine won't even make the monster truck move. That's why lowering the class on any item even if it's a higher grade item doesn't improve the quality of your ship.

Except that in this game you can, to an extent, do that. There are optimal values, these are expressed e.g. with Shields for mass of certain ships.

The system is convoluted, to the point that there is a tool online for speccing ships. It's third party which is bloody crazy because it just reeks of the game itself not doing a good job of giving players the information they want.

Plus, if the 10% sell penalty is introduced - in a game where you cannot store any modules you have purchased but perhaps don't currently want to use, then that is going to punish those who experiment with the effectiveness of different load outs. This experimentation has, until now, acted as the only defence for maintaining such a convoluted and poorly expressed maze of values and hidden values for the weapons and modules.
 
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