Storage Space for Modules

Why are we limited to 120 storage for modules yet we can store 40 ships per station(that has shipyards). This makes no sence at all. There should be at least 500 storage for modules. It's much easier to refit a ship then buy and rebuild a whole new ship every time I want to change rolls. It's a real platou for other players not just myself. It's not out the realm of things and shouldn't to hard to implement and the quality of life adjustment would be welcome. Chime in with your thoughts.
 
At the risk of turning this into a Fleet-Carrier-thread™, it might be that Fleet-Carriers end up carrying them, or at least making it easy to focus in one place.
It would be nice to have more storage of all sorts of things, and that might make it possible.
On the other hand, it's probably reasons.
 
At the risk of turning this into a Fleet-Carrier-thread™, it might be that Fleet-Carriers end up carrying them, or at least making it easy to focus in one place.
It would be nice to have more storage of all sorts of things, and that might make it possible.
On the other hand, it's probably reasons.
I do wonder this myself. Good point though.
 
There used to be even less storage, but it's like IRL: the more you have of it, the more you need. Time to fetch the broom OP! Or make a yard sale, or whatever :p

I tend to end up with a lot of modules there is no reason to keep, especially when using the module transfer, as the replaced one is automatically stored. But I don't need to store a cargo rack, or a fuel scoop, as I can buy them whenever I want and they cannot be engineered, so they aren't special in any way.

Tidy up, 120 is plenty IMHO.
 

Deleted member 110222

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There used to be even less storage, but it's like IRL: the more you have of it, the more you need. Time to fetch the broom OP! Or make a yard sale, or whatever :p

I tend to end up with a lot of modules there is no reason to keep, especially when using the module transfer, as the replaced one is automatically stored. But I don't need to store a cargo rack, or a fuel scoop, as I can buy them whenever I want and they cannot be engineered, so they aren't special in any way.

Tidy up, 120 is plenty IMHO.
Not really. Especially when Frontier likes to add even more modules.

Us one-ship bois have a rough time of it. It's a shame as it really hurts us who know how to make a ship perform in all roles.
 
But I don't need to store a cargo rack, or a fuel scoop, as I can buy them whenever I want and they cannot be engineered, so they aren't special in any way.

The exception is when working out of damaged stations, you cannot buy but you can transfer to, store and swap them there.

Sometimes you need distance sometimes max capacity.
 
Not really. Especially when Frontier likes to add even more modules.

Us one-ship bois have a rough time of it. It's a shame as it really hurts us who know how to make a ship perform in all roles.
How are you using over 120 modules on a single ship?
 
Well, the math here does not work. We have 38 playable ships and only 120 module storage available, which will give you the ability to store 3.15 modules per ship.

So, storage capacity of modules should be based on a multiple of the number of ships in the game.

I did not go through each ship and count modules, but if we average 10 modules per ship multiplied by 38 ships, Frontier should offer a minimum capacity to store 380 modules.

I would say if Frontier offered storage of 400 modules, that would be adequate for the number of ships offered in the game now.
We sure do have this thread a lot.

Do you just strip every ship of all its parts? It was more necessary before, when Engineering results were unreliable, but now they're more consistent and you can easily make modules per-ship.
 
It's not just one ship it's having the variety for the ships you own for example I have a krait mk2 set up that I use for local bounty hunting, works great, but a pvp build for that same ship is going to require a different build and different engineering, I have 3 different build setups for my viper mk4, and so on and so forth. I only have one large ship a type 9 and it is strictly a hauling build. Now I still haven't done a mining build for the type 7 but that's on my list but a type 7 has a great jump range to making it a contender for long range hauling and exploring, and let's not forget the phantom. I really dont want to waste my grind time on buying a new ship when I can store the modules. This especially goes for engendered modules. Having the max jump range is nice on my fsd but sometimes I need a quick boot and some some I need a striped down and mass manager is nice too. It's all about the ability to create the combination. Also I name my ships all of them and try to be fun an original with them or pay homage to great vessels of the past. I keep all my ships in one port and if I need them for something some where else I transfer them. And realistically ( for the immersion and role play crowd) wouldn't the savvy spacer buy the parts and store them instead of wasting precious credits that must be horded like the fleet carriers are being released tomorrow.
 
It's not just one ship it's having the variety for the ships you own for example I have a krait mk2 set up that I use for local bounty hunting, works great, but a pvp build for that same ship is going to require a different build and different engineering, I have 3 different build setups for my viper mk4, and so on and so forth. I only have one large ship a type 9 and it is strictly a hauling build. Now I still haven't done a mining build for the type 7 but that's on my list but a type 7 has a great jump range to making it a contender for long range hauling and exploring, and let's not forget the phantom. I really dont want to waste my grind time on buying a new ship when I can store the modules. This especially goes for engendered modules. Having the max jump range is nice on my fsd but sometimes I need a quick boot and some some I need a striped down and mass manager is nice too. It's all about the ability to create the combination. Also I name my ships all of them and try to be fun an original with them or pay homage to great vessels of the past. I keep all my ships in one port and if I need them for something some where else I transfer them. And realistically ( for the immersion and role play crowd) wouldn't the savvy spacer buy the parts and store them instead of wasting precious credits that must be horded like the fleet carriers are being released tomorrow.
Type 7 is not a good core miner. Wrong hard points. Use a Python for that.
 
It's funny, increased storage wouldn't bother me, but the arguments for it are so poor that I find myself against it.
 
Why are we limited to 120 storage for modules yet we can store 40 ships per station(that has shipyards). This makes no sence at all. There should be at least 500 storage for modules. It's much easier to refit a ship then buy and rebuild a whole new ship every time I want to change rolls. It's a real platou for other players not just myself. It's not out the realm of things and shouldn't to hard to implement and the quality of life adjustment would be welcome. Chime in with your thoughts.

Many, many times I have said the same thing. It is important that we get more than those 120 + some sensible management system. Current system is just a massive(and purely artificial) restriction for any players who have a variety of builds.

I have posted threads about it, spoke about it many times.

Problem is the ppl from a "certain part of the community" usually post something like, and I got LOADS of this :
"How can anyone possibly need more than 120 modules? Get rid of all that junk(Junk=G5 Engineered combat-oriented modules). Just not needed. My 10000MJ shield cutter with all turreted weapons can survive against anything in a solo cg so what do you need all that for? Just get rid of it and keep the 120. You just dont need it.".

So Devs read that and think its not really a problem so lets not bother.

Really just a case of a "certain part of the community" wanting revenge through the forums for what they cannot perform in the game. Deliberate throw some salt into PvP/open players game/experience yet again for no good reason by encouraging Devs to ignore features we need. It is something that would benefit them also but that does not matter. Seen a lot of this kind of schadenfreude in the recent premium ammo thread also.

I must have close on 100 storage ships now, just to store PP modules, have Condas just for storage, and I STILL have massive trouble with just the 120. It is a logistical nightmare.

Some CMDRs field multiple builds/like to experiment/have tried builds that did not work for them but still want to hold onto all those G5 modules incase they can be made to work in future. There are legacy modules that have some interesting quirk or other that is just not available anymore, so nice to keep those(even tho I dont agree with fielding legacy modules; conversation for another time). There are modules I tried and could not get a decent build with yet dont want to part. There are multiple power plants with different levels of Overcharge as its best to have the coolest plant for given loadout;small differences can matter. Things that are just useful to have around and put onto multiple ships when needed. Different shield boosters so I can change resistances/loadout/experiment. There are different experimental effects applied to the same weapon, different variations for different builds. All of that together 120 is not even close to enough.

And EVEN WITH multiple storage ships to keep things I dont use, I still have the 120 completely full and have real trouble, its just not enough for some players.

Increasing it to 500 is a big step in the right direction. No problems for the devs to do, either. A management system that allows the modules to be sorted would be great also. Ships should be able to be marked as "storage" ships and not appear in ship transfer list unless an option is checked. Before bookmarks were a thing people used to have sidewinders all over the place to act as that, its a feature that could have been useful in various ways since day 1.

So this is definitely an area that needs improved, can easily be improved, and dissenting voices aside, can be massively useful for a lot of players.

CMDR Gavin786
 
From overall 30 ships my fleet the number has grown to 50 where 20 ships are used solely for module storage (Vipers and Condas). That time where instead of enjoying the game I'm doing this ANNOYING module juggling between ships :mad: Why that stupid limit even exist? Why? To annoy us, yes? Whose idea was to impose to such restriction on players? I could imagine having such limit in Elite without engineering, but the engineering is the real spice of ED, something that gives us choice and multiple ways for our ships.
Now the situation is like - you buy "storage ships" and lose time on module juggling or you build a carbon copy of your ship which means grinding a lot for engineering mats and wasting time generally.
At least remove the module limit or raise the limit to reasonable amount of 500 or 1000 pieces. Fleet carriers coming next year, more ships which means more modules to store.
 
The limit has led to me having more ships than I likely would. I have a Warconda, Exploraconda, and Tradeconda. A Warcutter, and a Miningcutter. 2 Pythons, a single FDL, etc. It was powerplay modules that caused the issue. 7 or 8 prismatic shields, a dozen hammers, etc. that take weeks to procure. Then the G5 engineered modules. Especially the legacy god rolls. It's easier to run up against that limit than some think. I don't really see any exploits that can come from it, so not sure why it would be a big deal to give us that. Though, it would prefer being able to better organize those stored modules, and managing modules on your other ships over increasing the limit. IE, strip the weapons off my FDL and stick them on my Mamba for the lulz, without switching back and forth between ships.
 
Ships are your long-term storage solution. Instead of swapping modules in and out of your ships every time you need to fill a different role, buy a new chassis and equip it with what you need.
You might not remember, but at a point in time module storage was simply not a thing at all, it was not considered needed. So although Frontier have added module storage to lubricate the whole outfitting and engineering process, you're not exactly meant to hoard modules either.
 
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Type 7 is not a good core miner. Wrong hard points. Use a Python for that.
You make an excellent point a type 7 doesn't make a good core miner at all but as a cheep surface miner that has good storage capacity and decent manuvabity you would be hard pressed to match. The python does everything with a great jack of all trades styling. Add another 30 modules to refit the python for the sheer number of roles it can do with confidence then double a few cause you want to engineer it for a specific build. How many modules would you own. How many times had it stopped us from experimenting with the ship just to see what that build might excell at.
 
500 to 1000 module storage? That's hilarious.
Most peeps can't stand it now at 120 and want some kind of filter and you want to sort thru 1000 modules?
I get more than 50 and start selling, even if it's engineered.
Of course then you would want weapon type, module type, a thru e rated and engineered g1 thru g5 folders and filters.
I can see FD never dealing with that, but ya never know.
 
Tidy up, 120 is plenty IMHO.
Not really. Not when you keep some spare Prismatics, so you don't have to wait for another 3 weeks in case you need some extra. Plus you want to keep your engineered stuff, unless the G5 mats become more readily available, which is less likely to happen. Gotta keep up that "engaging gameplay"
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