The sad little "C" class module should be something special...

A is the most efficient bestest ever.

B is the sturdy ruggedest ever.

D is the lightest super explorificationist ever.

E is what you get for the base model it's supposed to be lame.

BUT C is just meh.

Why not make C cool? Make it the lowest temp mod (when appropriate).

Make C something special so it's not just a bus stop for new pilots...
 
That is something that I'd be in favour of, making C class modules the most power efficient of all of them (which would reduce the heat of the ship). Power plants would simply have the greatest thermal efficiency at C-grade.

To go along with all this, I'd say that the modules should have some balance work on the costs, making all modules cost the same in terms of credits except for the E-grades and A-grades (E-grade obviously being cheap as chips while A-grade should remain the expensive premium option). Considering the strong utility of D-class modules and their associated popularity, I'd overall be in favour of making them cost a little more.
 
C is best price and power usage for performance I think

Fuel Scoop
5C costs 510,000 credits uses 0.5 MW and scoops 1 kg of fuel per second per 1237 CR
5A costs 8,166,000 credits uses 0.7 MW and scoops 1kg of fuel per second per 14,152 CR

When CR were hard to come by and A rated modules rate in the Gamma period, a C rate Ship was a solid ship, with A rating those expensive hard to find performance modules
 
this too. the rebuy is such a small fraction of the cost that the difference hardly matters, which was the point of class c. that's not even considering credit inflation.

Yeah, what I was thinking was a halving of the cost of E-grade modules and making D, C and B grade modules all cost the same (as you will always be sacrificing weight in exchange for performance between those three). With optional increase to cost of A-grades, although I feel that any increase to late game costs would be better implemented via maintenance costs or something similar rather than the brute-force method of increasing A-grade costs.
 
via maintenance costs or something similar rather than the brute-force method of increasing A-grade costs.

Can't really add mandatory maintenance costs to the game as it would destroy long-distance exploration as it stands now. It -should- have been a thing right from the beginning which would have also restricted the distance we'd have managed to explore into the Galaxy by now, leading to an overall more realistic experience. But that ship has sailed. Unless you include some way of performing that maintenance (or perhaps just "good enough to keep running" maintenance) with the resources found outside the Bubble, this is a non-starter.
 
Make C something special so it's not just a bus stop for new pilots...

It's rather they create an economy that would make cost relevant.

Can't really add mandatory maintenance costs to the game as it would destroy long-distance exploration as it stands now.

Long distance exploration was a thing before they cut maintenance costs buy 90% and increased exploration payouts similarly.

My longest exploration journey cost something like nine million CR in repairs on a 70 million CR vessel and brought in 60 million in data for a 5700 jump trip that took forty days.
 
Last edited:
I agree. I find a use for most modules, be it A, B, D (or E as starter modules), but I only once used a C graded module, that's in a Dropship that
needed drag drives but needed to stay under 40% pp capacity with pp, thrusters and pd. That was such a fringe case that I propably could've managed
another way, too.

So yes, either make C class modules more thermal efficient or make them somewhat lighter than A rated ones or make them totally power efficient.
 
although I feel that any increase to late game costs would be better implemented via maintenance costs or something similar rather than the brute-force method of increasing A-grade costs.

This game is long overdue on some meaningful maintenance mechanic.

Personally, I'd rather have maintenance, crew, fuel, insurance or landing costs for expensive ships as a steady, continuous, but small money sink, rather than have to pay big chunks in the form of rebuy.

Lower the price of ships, lower the rebuy costs, and increase the operational ones! Right now operational costs are non-existent, while the rebuy is everything.
 
It's rather they create an economy that would make cost relevant.

Unfortunately that ship has sailed years ago. Before 2.0 or so, earning credits was relatively hard work and cost definetely was a factor to consider. But now where everyone and their dogs are multi billionaires (damn, even my NPC crew is a billionaire) it's too late to turn back the wheel of time.

With a few exceptions (like high class fuel sccop where cost still matters), C grade modules are indeed redundant. Making them useful is not a high priority thing, though... I don't have a problem ignoring them like I ignore E grade modules.
 
Well, if you're swimming in money, then yes, C makes no sense.

I myself am quite fond of C modules, not having those big piles of cash after a restart. For my Krait I settled with a C Power Plant and Thrusters and spared around 50 Mill., just paying around 100 Mill. instead of 150 Mill. by just slightly downgrading two modules. Apply some slight engineering and you're better off than default A modules while saving loads of cash.
 
it's too late to turn back the wheel of time.

I feel that everyone being able to feel secure in the continued value of their CMDR's assets is one of the worst aspects of the game.

Were it up to me, I'd have the insane economics of the current system catch up rapidly, effectively devaluing the credit, forcing the currency to be reissued, or simply working a general economic collapse into the storyline.
 
Long distance exploration was a thing before they cut maintenance costs buy 90% and increased exploration payouts similarly.

I interpreted it as meaning that the maintenance would be -required- like in the earlier games; ie, stop maintaining a module, and it will actually fail.

Currently lack in maintaining a ship means pretty much nada, except less resistance against attacks. You can fly a ship indefinitely as long as you don't do actual damage to it. And even that can be repaired with an AFMU except for the PP, Hull, and Canopy.
 
Were it up to me, I'd have the insane economics of the current system catch up rapidly, effectively devaluing the credit, forcing the currency to be reissued, or simply working a general economic collapse into the storyline.

Even if they did a currency reform (which of course will never happen), the truely rich players will be rich again a second later, after selling a few of their Storage-Cutters ;)
 
Even if they did a currency reform (which of course will never happen), the truely rich players will be rich again a second later, after selling a few of their Storage-Cutters ;)

A simple currency devaluation would hurt those with the most assets proportionally harder, while a truly major economic collapse would involve assets that one wasn't wearing, driving, or barricaded in at the time be hard to claim...and even if you could, no one would be able to pay the original price for a Cutter.

That's what I mean by real economy...rules of supply and demand applying to everything. Ships, modules, commodities, all of it.

Anyway, yes, probably a pipe dream.
 
A is the most efficient bestest ever.

B is the sturdy ruggedest ever.
D is the lightest super explorificationist ever.
E is what you get for the base model it's supposed to be lame.
BUT C is just meh.

Why not make C cool? Make it the lowest temp mod (when appropriate).

Make C something special so it's not just a bus stop for new pilots...

E = Lowest power usage
D = Lightest
C = Meh (median)
B = Integrity/Industrial
A = Performance

Since all other are more or less specialized in one area we might as well give C class an advantage as well to make it more attractive.

I think waste heat generated could be a good indicator.
 
Back
Top Bottom