Storage Space for Modules

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.

A filter system, or different sorting options would be handy
 
Bit
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.
But they already have a filtering system in the game, and yes for those out there that write code I get that it's easier said then done, but if they applied the model sorting that is used when you buy models problem solved
 

Deleted member 110222

D
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.
Is this the old "Well I don't want it so nobody should have It."?

No need to answer because we both know that's what you're saying.

"Play your way, as long as it's my way."

Okay. :3 <3 xoxo
 
Bit

But they already have a filtering system in the game, and yes for those out there that write code I get that it's easier said then done, but if they applied the model sorting that is used when you buy models problem solved
Its not a difficult set of changes. As a pro programmer, its really not. Just increasing number is an afternoons work at most(unless the code is hilarously bad), it should be the case of changing a variable somewhere as that number changed from 60 before and should be easy to change again.

Sorting takes a little bit more effort but lets truth be honest its not a big job.

Its will that is the only thing stopping increasing module storage, not programming concerns.

I dont know why people are so resistant to this change, something that benefits everyone. People are actively fighting against increasing module storage. I just dont get this at all. Even if you dont use the full storage, you must realise a number of CMDRs do and for good reason? And it is a big problem that is taking a lot from the gameplay of people.

People fight against this with a passion, whenever I mention it, seems to be real opposition, I am glad a lot of others want it, and thanks to the OP for bringing this back to consciousness of the forum. Something I need to learn about human nature, I try and see what people get out of standing in the way of this, but just cant get into that pair of shoes and see why.

CMDR Gavin786
 
I don't really get the opposition to module storage increase either. It's not like off ship cargo storage that could be exploited without proper safeguards. The only real argument against additional module storage and a better stored module management system, ("I don't want it, and I don't want you to have it either.", does not count), is that it might take a little dev time better spent squashing bugs.
 
I will be honest, I genuinely can't understand why people run out of module storage space, but then I don't PP, so I don't collect modules. I have 13 ships, each with a defined role and from memory about 70 or so modules in storage. It use to be more but I did a clean out recently and got rid of about 15 that I realised I would never use or be surplus to requirements.

But as I said, some have trouble letting go of things, so yes I can understand why some are clambering for increased storage - doesn't effect me in the slightest. One thing that will be necessary is the storage number? To my thinking, if FD do increase storage then the only figure they can put on it is unlimited. Think about it, if FD set the new limit to 250, some would have that maxed out by the end of the first session. So 500; 1000; 10,000 - whatever number is set, someone will reach it and then the complaints and demands start again. If FD were smart, they would just bit the bullet and set any of these ceiling limits to 'unlimited' otherwise it will become a mini-challenge for some to see who can reach the limit first and start demanding more.
 
otherwise it will become a mini-challenge for some to see who can reach the limit first and start demanding more.
Because we all need 9880 Class 1 pulse lasers, right? :D

But seriously: More space would be great, especially with the PP modules and weapons, which not everyone wants to wait 3 weeks just to get 2 more Prismatic shields or one more imperial hammer.
Or, remove the wait time and people won't be hoarding modules either. That solves the problem too.
 
Or they could just remove that sad incentive to Powerplay which still didn't get it more than a pittance of the player base and release those modules to tech brokers. 😇
 
Considering module storage isn't the only thing with a roughly-100 cap, I'd suggest it's a hard performance limit.
 
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.
What do you mean "even less". At launch there was no storage whatsoever. That's how crappy it was.
 
Bit

But they already have a filtering system in the game, and yes for those out there that write code I get that it's easier said then done, but if they applied the model sorting that is used when you buy models problem solved

They have a filtering system for stored modules? Great! I'm not near the game at the moment to see if I can figure out how I missed it. Could you tell me where it is?
 
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.

Do you know whats really crazy?

you can store loads of ships per station, or even just using 1 per station & you could almost "bookmark" every system with a ship yard in the known galaxy, however you try and bookmark more than 50 systems...

Module storage problems stem from the hatred to engineer the same module to use in another multi-role ship IMO once you have G5 maxed a certain module it should be available at jameson memorial from basic outfitting for credits, then there would be no need to store anything and it would free up loads of clutter on the server.

engineered parts are no longer unique once G5 maxxed, just stick them on the shelf once unlocked simples

Type 7 is not a good core miner. Wrong hard points. Use a Python for that.

The T7 doesnt have the wrong hardpoints, the game simply does not have small seismic charges to enable core mining in a T7 because FDec forgot to make them with a half baked implementation of a mining update where they even forgot about sub surface deposits which is about the worst type of mining ever conceived based on rewards vs time.

yet the designers must have spent time designing & developing sub surface gameplay, but why bother? now if Void opals of LTD were available as sub surface deposits...
 

Lestat

Banned
You know instead of focusing on Module storage. Why not trash the stuff you don't need and concentrate on Modules you do use and design ships to use Modules instead of switching modules. Having fully 10 Engineered ships is better than 120 modules that take up Module space.
 
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.

I'm courious about this. Let's say that i want to use Krait MK2 only. For what reason i should not buy four of them and specialize each one of them for different roles instead ? I don't think it's a credit problem right ?
 
I'm courious about this. Let's say that i want to use Krait MK2 only. For what reason i should not buy four of them and specialize each one of them for different roles instead ? I don't think it's a credit problem right ?

its time spent going though the engineering material collecting, unlocking, flying around the different engineers for special effects, or to pin the next module, festival of misery

That time is obviously 1/4 of the time with 4 ships sharing modules, then expand that further to any other ship which has a class 5 FSD etc and your saving even more time

In a nutshell engineering is boring we all would much rather be playing the game, engineering is a means to an end & not engaging or exciting gameplay once you have done it already, it just becomes a laborious chore hence we switch modules, and need a vast storage facility

fix that and module storage issues will go away overnight, engineering unlocks should be exactly like guardian unlocks (purchasable at a tech broker) then we can all get back to enjoying the game.
 
its time spent going though the engineering material collecting, unlocking, flying around the different engineers for special effects, or to pin the next module, festival of misery

That time is obviously 1/4 of the time with 4 ships sharing modules, then expand that further to any other ship which has a class 5 FSD etc and your saving even more time

In a nutshell engineering is boring we all would much rather be playing the game, engineering is a means to an end & not engaging or exciting gameplay once you have done it already, it just becomes a laborious chore hence we switch modules, and need a vast storage facility

fix that and module storage issues will go away overnight, engineering unlocks should be exactly like guardian unlocks (purchasable at a tech broker) then we can all get back to enjoying the game.

But if you have different engineered modules for the same ship you spend the exact time to engineer them, and you have to spend more time swapping them too. I mean, i engineer thrusters for exploration ships in a different way from combat ships. Only thing that one could use an all ships regardless of role is FSD ( maybe ).

Apart from that, i don't find engineering boring.. you have material traders, just gather G5 stuff while doing whatever other activities you are doing and voilà, zero problem. We even have remote engineering...
 
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