Trade in values a little "off"

So I was going to upgrade to a Type 9 (or Type 10) so that I could run cargo missions. The current value of my Python is $94,000,000 with another $15,000,000 in the bank yet when I went to trade in, the value was only $21,000,000

Has anyone else seen this or is it a new feature (aka Bug) in 3.0?
 
Trade ins are a based on the price of the ship when you paid for it and any mods you added less 5 percent. Thus if you remove the mods and replace them with the orginals, should you still have them you would get back the same exact price as you paid minus the 5 percent. If you don't remove them, your will get a refund of the total of the ship and mods combined, minus 5 percent. Sometime one forgets that they exchange the E's for something else and then when they trade in the ship, they are automaticly replaced unless you do it your self. Most of the time one doesn't have them in storage, cause they exchanged them when buying others which gave them basicall a discount. Mod refunds are based entirely on what you paid for them, and no less. Thus if you get a discount when you bought them, that's the price you'll get when you sell them.

Selling a ship after adding mods will always net you less because it's based on the ships current worth. It will factor in the discount if any you got when purchasing the ship, the difference between the mods you had installed vs the mods that were there originaly. And charge a 5 percent fee on top of the results.

Thus store what ever mods you want to keep, sell the rest, then sell the ship, remembering that the e grade cores will automaticly be replace and charged to the cost thus making the sale a wee lower than thought, unless of course you replace the e's your self.

I'm not sure but after the new update as of late, I believe that if a ship owes a bounty and or fines, that they must be paid from the sale of the ship at the time of sale. Thus a python worth 43 million when bought using a discount will net on 43 million minus any and all bounties and fines in addition to the normal 5 percent handleing fee. Basicall it the same as when a ship is destroyed and a rebuy is in order. One has to pay for the total value of ship including any and all modes in addition to any and all bounties, fines and cost of lost cargo or passenger life insurance. Thus makeing it considerably less likely to do the tradional Sucide by Winder exploit.
 
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So I was going to upgrade to a Type 9 (or Type 10) so that I could run cargo missions. The current value of my Python is $94,000,000 with another $15,000,000 in the bank yet when I went to trade in, the value was only $21,000,000

Has anyone else seen this or is it a new feature (aka Bug) in 3.0?

Sell the internals. Get full value for them, D rate it all then sell the hull. That’s the best return you can get and should get you close to that 94k value minus the 5%.
 
Hmmm

I thought hull sell back was 10%

Anyway, the advice is sound - strip the ship to the rivets including cargo racks and anything not tied down. some default modules can also be swapped for useless lower class E rated to save a bit more, such as FSD where you can install the cheapest one available (2E) on any ship. You can also put undersized E class Thrusters on.

Same with 1E power distributor.
 
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Sell the internals. Get full value for them, D rate it all then sell the hull. That’s the best return you can get and should get you close to that 94k value minus the 5%.

You mean E rate the cores correct, that what all ship original start with and need to be replaced with or the program will do it itself. Personally, I keep anything engineered and sell everything else thus allowing the program to reinstall the e grades which sometimes are not avialable to do ones self.
 
You mean E rate the cores correct, that what all ship original start with and need to be replaced with or the program will do it itself. Personally, I keep anything engineered and sell everything else thus allowing the program to reinstall the e grades which sometimes are not avialable to do ones self.

You can put a 1E Power distributor on a ship and modules that are cheaper than default as described above. It's been a long time since I've sold a hull as I never do that anymore, but in the past I was able to sell the hull "under-equipped" i.e. with cheaper internals than default and thus save a few extra credits.

e.g. An anaconda comes with 7E thrusters, but you can put 6E thrusters and a 2E FSD on it.

Obviously your choices may be limited depending on module availability, but cheap one are usually the easiest to find.
 
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You mean E rate the cores correct, that what all ship original start with and need to be replaced with or the program will do it itself. Personally, I keep anything engineered and sell everything else thus allowing the program to reinstall the e grades which sometimes are not avialable to do ones self.

D-rate it should actually save you even more credits. You lose money on the hull not the modules. So if you sell the modules you should get more by D-Rating them and selling the hull. I sell the modules even engineered unless I know they will fit on a ship I’m getting.
 
D-rate it should actually save you even more credits. You lose money on the hull not the modules. So if you sell the modules you should get more by D-Rating them and selling the hull. I sell the modules even engineered unless I know they will fit on a ship I’m getting.

E rated are cheaper -saves more than putting D's on
 
You can put a 1E Power distributor on a ship and modules that are cheaper than default as described above. It's been a long time since I've sold a hull as I never do that anymore, but in the past I was able to sell the hull "under-equipped" i.e. with cheaper internals than default and thus save a few extra credits.

e.g. An anaconda comes with 7E thrusters, but you can put 6E thrusters and a 2E FSD on it.

Obviously your choices may be limited depending on module availability, but cheap one are usually the easiest to find.

I beg to differ, any and all ships sold automatically if not done prior replace any and all mods higer or lower in both value and size with the default E's in the core, in addition it will replace any and all other componets that have been either changed or sold after purchase, such as weapon, cargo bins and passenger cabins.

When it replace a "D" with an "E" one gets credits, when replacing and unlike if it replaces a "6" with a "5", which will get one a few credits, replaceing a "5" instead of a "6" will cost the player a few credits. though the difference isn't not very much, it's still a cost. Though I haven't sold any ships in months, I did buy and resell every ship available in the previous months after launch; If for nothing else a test ride. And found that is how it works.

Tis ironic, but if you happen to leave a bobble head on the dash, when you sell, it will still be there if you should happen to ever buy it back, which I've done numerious times. Being rich affords one to do stupid things like that, so I did.
 
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Not that I'm aware of .. this whole new bounty system is confusing.

Like I stated, I'm not 100% sure, but it seems to me that selling a ship back is now tied to the crime and punishment aspect of the game. I've not sold any ships since the new update, only bought one. But I've done more than a few rebuys and under the new system, one will pay any and all fees associated with a particular ship such as bounties, fines, cargo losses, passenger insurance claims. Or loose the entire ship and whatever it was worth, bu having to choose another to respawn in, and if no other, than one can get a free Sidney.
 
I beg to differ, any and all ships sold automatically if not done prior replace any and all mods higer or lower in both value and size with the default E's in the core, in addition it will replace any and all other componets that have been either changed or sold after purchase, such as weapon, cargo bins and passenger cabins.

When it replace a "D" with an "E" one gets credits, when replacing and unlike if it replaces a "6" with a "5", which will get one a few credits, replaceing a "5" instead of a "6" will cost the player a few credits. though the difference isn't not very much, it's still a cost. Though I haven't sold any ships in months, I did buy and resell every ship available in the previous months after launch; If for nothing else a test ride. And found that is how it works.

Tis ironic, but if you happen to leave a bobble head on the dash, when you sell, it will still be there if you should happen to ever buy it back, which I've done numerious times. Being rich affords one to do stupid things like that, so I did.

I’m not sure what you mean? Are you suggesting if I sold an A-rated ship that it would replace all my A-rates modules with the stock ones? If so that’s not true, if you sell the ship like that the entire value will take the % hit. If you sell the modules individually then you get full value for them and sell the hull for cheaper, but make more credits instead of selling a fully A-rated ship.

I sell the hull empty. Only modules that can’t be empty are core internals.

As for the bobble head, that doesn’t have anything to do with a ship being sold. A bobble head is bought from the frontier store and once you buy that with real cash you have that forever and can use it on any and every ship, you just have to go to livery and equip it.
 
I beg to differ, any and all ships sold automatically if not done prior replace any and all mods higer or lower in both value and size with the default E's in the core, in addition it will replace any and all other componets that have been either changed or sold after purchase, such as weapon, cargo bins and passenger cabins.

When it replace a "D" with an "E" one gets credits, when replacing and unlike if it replaces a "6" with a "5", which will get one a few credits, replaceing a "5" instead of a "6" will cost the player a few credits. though the difference isn't not very much, it's still a cost. Though I haven't sold any ships in months, I did buy and resell every ship available in the previous months after launch; If for nothing else a test ride. And found that is how it works.

Tis ironic, but if you happen to leave a bobble head on the dash, when you sell, it will still be there if you should happen to ever buy it back, which I've done numerious times. Being rich affords one to do stupid things like that, so I did.

That may have changed as I haven't sold a hull in a few years. I do remember one beta where I didn't have many liquid credits, so I would buy a T-10 and sell the huge cargo rack to get enough credits to but other ships. That may have been unique to that beta. Certainly just selling the core components and taking the defaults is adequate.
 
I’m not sure what you mean? Are you suggesting if I sold an A-rated ship that it would replace all my A-rates modules with the stock ones? If so that’s not true, if you sell the ship like that the entire value will take the % hit. If you sell the modules individually then you get full value for them and sell the hull for cheaper, but make more credits instead of selling a fully A-rated ship.

I sell the hull empty. Only modules that can’t be empty are core internals.

As for the bobble head, that doesn’t have anything to do with a ship being sold. A bobble head is bought from the frontier store and once you buy that with real cash you have that forever and can use it on any and every ship, you just have to go to livery and equip it.

No, you are correct, returning moduals net one exactly what they paid, if they got them at a discount, then they will get the discounted price when they sell them. You right, if the mods stay on the ship, they increase the overall value of the ship thus the 5 percent fee will be higher.

What I'm saying is while it's true that one cannot empty the cores, replacing them with a smaller size than the orginal "E's" will cost, where as leaving them (higher rated) in causes one to loose an additonal 5 percent. Becasue the net worth of the ship is higher. Thus as you state, it is more conducive but takes longer, to strip any and all mods that are not original and if one doesn't replace them them selves with the original mods which include the various bins, cabins and weapons, the progarm will. I thing the bulk of the confusion is one generally chooses to exchange a lesser mod when they purchase a more expensive mod and forget they got a hugh discount in the process. And when it time to sell it back, must then pay back the discount they received when making an exchange.

My reference to leaving a bobble head or any store bought item on board when you sell it, would show that if and when you buy the same type ship back, it will be the same one sold previously. A simple test would be to buy a sidewinder, install a bobble head and leave at least one of the cores up or down graded, sell it, and then buy it back and all the cores regardless of their configuation when sold will be replaced with E's. Having a bobble head or paint job just proves it is the same ship.
 
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No, you are correct, returning moduals net one exactly what they paid, if they got them at a discount, then they will get the discounted price when they sell them. You right, if the mods stay on the ship, they increase the overall value of the ship thus the 5 percent fee will be higher.

What I'm saying is while it's true that one cannot empty the cores, replacing them with a smaller size than the orginal "E's" will cost, where as leaving them (higher rated) in causes one to loose an additonal 5 percent. Becasue the net worth of the ship is higher. Thus as you state, it is more conducive but takes longer, to strip any and all mods that are not original and if one doesn't replace them them selves with the original mods which include the various bins, cabins and weapons, the progarm will. I thing the bulk of the confusion is one generally chooses to exchange a lesser mod when they purchase a more expensive mod and forget they got a hugh discount in the process. And when it time to sell it back, must then pay back the discount they received when making an exchange.

My reference to leaving a bobble head or any store bought item on board when you sell it, would show that if and when you buy the same type ship back, it will be the same one sold previously. A simple test would be to buy a sidewinder, install a bobble head and leave at least one of the cores up or down graded, sell it, and then buy it back and all the cores regardless of their configuation when sold will be replaced with E's. Having a bobble head or paint job just proves it is the same ship.

Ah I see what you’re saying now. Yes it is detrimental to go down a size in mods. In regard to it being the same ship I dunno. Could be, or is it just a coding thing that keeps the livery feature in place on that type of ship? Hard to say, probably just a matter of ones opinion and how one wants to role play it.
 
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