It is called game balance.
If there is an improvement in one area then that gives the commander a different performance for their ship they then have a decision to make.
What is the best out of these alternatives for the role of the ship.
But with this it is just replace all the FSDs and engineer the replacement SCOs.
Not everything has to be a "hard decision" or a "trade off" just because this is a video game. Example: Supercruise Assist and docking modules. They should just be software installed by default on ship computers. But instead we get the "hard choice" about if its worth a size 1 slot. The answer is always NO. Having my ship auto-fly itself in the blue zone the entire way to a destination is not worth the trade-off of any other module that could fit in a size 1 slot. That slot is 100% always better served as a DSS, HRP, 1A Prospector Controller.... I fitted a SCA module the first day they came out and I thought it was fun to use but there is no build I'll ever make where module economy allows for it so I'm kind of sad that something cool was added to the game that I'll never use.
Money really is not the grind in this game. There comes a point were it seems to be there just to keep score.If the old tech is cheaper and still works well then it could remain relevant.
For clarity, E grade Shield Boosters are fantastic. Otherwise, I agree.You very conveniently prove yourself wrong there
Lots of people (including me) run flight assists, because we value their convenience over the tiny amount of extra survivability from yet another HRP or whatever. And my vette happily spends a size 5 module on a FSD booster so that I can SCO quickly to/from combat scenarios while maintaining enough jump range for cycling missions.
It's perfectly fine if you think those modules don't add anything for you, and don't use them. But the fact that they exist, and offer trade offs other players consider worthwile, makes the game better as a whole.
On the other hand, modules that don't offer any trade off are worthless to have in the game. Examples would be E rated modules, or thruster engineering options other than dirty/drag. The only reason an experienced player would ever buy them is because they misclicked. *) And that's what Sirius FSDs would become if the "engineerable A-rated SCO" rumours turn out to be true.
*) E rated modules serve an important function in teaching new players about upgrading. And I'm sure somebody is lying in wait behind the next planet to prove me wrong with some obscure stealth build involving Clean Drives. Don't mind them, focus on the point I'm trying to make.
I do not know why you could not have a class 2 module that does both Super Cruiser and Auto Docking.You very conveniently prove yourself wrong there
Lots of people (including me) run flight assists, because we value their convenience over the tiny amount of extra survivability from yet another HRP or whatever. And my vette happily spends a size 5 module on a FSD booster so that I can SCO quickly to/from combat scenarios while maintaining enough jump range for cycling missions.
It's perfectly fine if you think those modules don't add anything for you, and don't use them. But the fact that they exist, and offer trade offs other players consider worthwile, makes the game better as a whole.
On the other hand, modules that don't offer any trade off are worthless to have in the game. Examples would be E rated modules, or thruster engineering options other than dirty/drag. The only reason an experienced player would ever buy them is because they misclicked. *) And that's what Sirius FSDs would become if the "engineerable A-rated SCO" rumours turn out to be true.
*) E rated modules serve an important function in teaching new players about upgrading. And I'm sure somebody is lying in wait behind the next planet to prove me wrong with some obscure stealth build involving Clean Drives. Don't mind them, focus on the point I'm trying to make.
It was an example of a "hard video game choice" that doesn't need to be a choice. I even said that I found it useful. I then lamented that I'll never get to use this feature which someone spent time programming into the game because, to me, it is never a choice. It should just be on any ship as a given.You very conveniently prove yourself wrong there
Modules can only be sold off of pre-built ships to make room for other modules. You can’t use a module from a pre-built on any other ship.
So I think I figured out Fdev's planned grift.
the TL;DR, you will be buying the Python Mk 2 just for a module.
Fdev has said the ship will be available for purchase with credits in August. Thing is, they didn't disclose the fact the ARX store version has a module you cannot get under any other means, a Class 5A FSD with SCO.
So how much do you want to bet that the credits version of the ship will come with the standard loadout that every ship in this game gets when you buy one for credits, in this case a Class 5E FSD standard. And the Arx version will come with the 5A with SCO.
and since....
You will be deploying the Arx's version just to pull off the Class 5A with SCO, storing it, trashing/selling the ship, then doing it again and again till you have all the Class 5A (SCO)s you want.
And Fdev will have gotten the players to pay real money not for a ship but for a module.
slow clap Absolutely diabolical Fdev. I honestly applaud you for the cojones of actually trying this...
But let's face it, you'll probably get away with this too since this community honestly never stands up for itself.
Do you have a source that says this or are you assuming? I've not read anything that says that they can ONLY be sold, only that they CAN be sold for 0 credits to make room for other modules.Modules can only be sold off of pre-built ships to make room for other modules. You can’t use a module from a pre-built on any other ship.
This is confirmed by FDEV and I have personally tested this on streamDo you have a source that says this or are you assuming? I've not read anything that says that they can ONLY be sold, only that they CAN be sold for 0 credits to make room for other modules.
Ok cool. Good to know.This is confirmed by FDEV and I have personally tested this on stream
Money really is not the grind in this game. There comes a point were it seems to be there just to keep score.
I certainly can replace all the FSDs on my ships, but as for engineering them all...
There’s no need to have too many choices with FSD modules. The more jump range and the less time I can waste in supercruise the better. Think of it as a technology advancement, after a few hundred years of using the old, something better has come along and replaced it all.
Are we absolutely sure this is something that wont only be obtainable by shelling out the arx? Given recent decisions I wouldn't make my previous assumptions.i saw it yesterday on BroSab streaming, it is in the pre-build "Stellar" bundle of Phyton Mk2 for 33 kARX, not present in the early-access bundle 16250 ARX, that is all E rated.
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That's an interesting question, because at the moment some elements of in-Bubble game design are based around an assumption everyone has a short-ish range (like the 20ly limit / tipping point on lots of things, or the way the recommended market system works, or the way missions are generated, etc etc)So, sounds like slight travel power creep or are there truly meaningful drawbacks?
You very conveniently prove yourself wrong there
Lots of people (including me) run flight assists, because we value their convenience over the tiny amount of extra survivability from yet another HRP or whatever. And my vette happily spends a size 5 module on a FSD booster so that I can SCO quickly to/from combat scenarios while maintaining enough jump range for cycling missions.
It's perfectly fine if you think those modules don't add anything for you, and don't use them. But the fact that they exist, and offer trade offs other players consider worthwile, makes the game better as a whole.
On the other hand, modules that don't offer any trade off are worthless to have in the game. Examples would be E rated modules, or thruster engineering options other than dirty/drag. The only reason an experienced player would ever buy them is because they misclicked. *) And that's what Sirius FSDs would become if the "engineerable A-rated SCO" rumours turn out to be true.
*) E rated modules serve an important function in teaching new players about upgrading. And I'm sure somebody is lying in wait behind the next planet to prove me wrong with some obscure stealth build involving Clean Drives. Don't mind them, focus on the point I'm trying to make.