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Author Topic: Selective removal of d-mods  (Read 5813 times)

Dvd

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Selective removal of d-mods
« on: May 31, 2017, 12:59:36 AM »

Instead of complete ship restoration (or in addition to) maybe d-mods can be removed one by one.

This will allow for gradual ship restoration during early game and better fine-tuning of ships for combat deployment.

For example, i may want to remove degraded engines d-mod from Drover carrier, but keep compromised armor to lower it's deployment costs a bit.

From UI point of view this can be implemented as a button near d-mod icon in refit screen, similar to remove buttons of normal mods.

The cost to remove single d-mod can be slightly higher than ( total restoration cost / number of d-mods).
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SCC

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Re: Selective removal of d-mods
« Reply #1 on: May 31, 2017, 01:05:11 AM »

For example, i may want to remove degraded engines d-mod from Drover carrier, but keep compromised armor to lower it's deployment costs a bit.
It's exactly what "all or nothing" restoration prevents. (D) mods are supposed to make your ships worse than pristine, not be played for additional supplies.

AxleMC131

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Re: Selective removal of d-mods
« Reply #2 on: May 31, 2017, 01:10:42 AM »

Welcome to the forums!

I believe this has been discussed before, and while a valid point, doesn't really make a lot of sense, so please forgive my bluntness.

If I remember correctly, the point I made the last time I saw this suggestion was something along the lines of, "You would never take your car to a repair shop and say 'Fix the flat tire but leave the smashed windscreen how it is - I like it that way.'" Just imagine the reaction you would get.

That's how I see the restoration of ships, anyway. Being able to select specific mods to be fixed, while undoubtedly useful, also defeats some of the purpose of the macro-mechanic and just doesn't make logical sense.
« Last Edit: May 31, 2017, 01:12:52 AM by AxleMC131 »
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Dvd

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Re: Selective removal of d-mods
« Reply #3 on: May 31, 2017, 01:39:20 AM »

Thank you for quick answers, i guess i missed previous discussion of this topic.

Anyway, i think the mechanic to get certain d-mods is already possible by "sacrificing" ships in battle and either reloading save or restoring ship afterwards if outcome is not desirable.
But it's time, crew and credits consuming. ;D
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SCC

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Re: Selective removal of d-mods
« Reply #4 on: May 31, 2017, 02:25:07 AM »

Mechanics in game are mostly for easy cheating/undesirable behaviour prevention rather than any, because if it will take time it will probably discourage doing this out of sheer discomfort. Sort of like not being able to ALT+F4 your way out of lost battle since .8.1, while still allowing for process termination; the latter way is simply too resource consuming for a small gain.

Hussar

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Re: Selective removal of d-mods
« Reply #5 on: May 31, 2017, 08:30:03 AM »

Welcome to the forums!

I believe this has been discussed before, and while a valid point, doesn't really make a lot of sense, so please forgive my bluntness.

If I remember correctly, the point I made the last time I saw this suggestion was something along the lines of, "You would never take your car to a repair shop and say 'Fix the flat tire but leave the smashed windscreen how it is - I like it that way.'" Just imagine the reaction you would get.

That's how I see the restoration of ships, anyway. Being able to select specific mods to be fixed, while undoubtedly useful, also defeats some of the purpose of the macro-mechanic and just doesn't make logical sense.

It's a really bad analogy. First off if you got a crashed or damaged car you got a choice - to fix it with brand new parts or used ones. Or better, "hammer" it out in some cases. And everyone knows that "hammered out" or used parts ARE WORSE and the car fixed in that way will not provide the same level of security as a brand new one. It's especially true in any sort of crash as if you wanted really fix (or restore) you'd would truly have to just buy a new one as the crashed car frame's is just weaker from now on no matter what you'll do to the rest of the vehicle -it won't provide the same level of security anymore. There's a reason why people even hire specialists to inspect the used cars to find out have they been crashed in the past. As they might have been "restored" but they'll just fold up and smash whoever is driving them upon an accident.

So I'm sorry but your contr-argument is inherently flawed in my opinion.

As for the suggestion itself. I think it could and SHOULD be done. Going further with your car analogy, I think it could be done also in an interesting manner as different parts would have different costs associated with them. Armor, being external part would be the cheapest to restore while things like internal structure or engines would have to be the ones most costly (perhaps reaching beyond 50% of the brand new ship price tag, so with just 2 d-mods it would be already cheaper to buy a new one but having d-mods like broken armor and damaged weapon mounts [ik that Alex removes it now but it's just an example] although just as crippling wouldn't cost more than a new ship). On top of that I think ship fixed that way could have slightly worse stats in few departments (flux management, armor, hull strength - not speed as fixing that part would mean installing a completely new engine [which would also cost a small fortune in itself btw]) too after the repairs. In short this system could be really fleshed out to be a major part of the game not just a gimmick that comes into play when you find a rare ship you absolutely want.

Anyway, if done in a such way it would be more immersive and would give more incentives to use ships that ain't new. Especially if the costs of the new ones would be risen, which is totally different topic but being honest - ship cost plays a role only early on in the game. Later the only obstacle is finding a desired ship really - not actually buying it. This part should also be addressed upon touching the restoration mechanics and fleshing them out.

All of this is a mute point for now however.
« Last Edit: May 31, 2017, 08:48:09 AM by Hussar »
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Megas

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Re: Selective removal of d-mods
« Reply #6 on: May 31, 2017, 08:38:33 AM »

Buying ships is kind of hard for players without commission, until maybe at endgame when player finally builds up reputation with Independents high enough (and even, it is limited to some extent).  There were times I wanted to restore ships that are common in stock, but I was not allowed to buy.  But because restoring ships costs so much, I settled with clunkers.
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Hussar

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Re: Selective removal of d-mods
« Reply #7 on: May 31, 2017, 08:44:52 AM »

Buying ships is kind of hard for players without commission, until maybe at endgame when player finally builds up reputation with Independents high enough (and even, it is limited to some extent).  There were times I wanted to restore ships that are common in stock, but I was not allowed to buy.  But because restoring ships costs so much, I settled with clunkers.

^Also this aside from ships availability. Good point Megas.
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Serenitis

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Re: Selective removal of d-mods
« Reply #8 on: June 06, 2017, 02:09:23 PM »

If I remember correctly, the point I made the last time I saw this suggestion was something along the lines of, "You would never take your car to a repair shop and say 'Fix the flat tire but leave the smashed windscreen how it is - I like it that way.'" Just imagine the reaction you would get.
Actually you would do exactly that if you had a very limited budget.
You fix the most critical things first. And if you can't afford to fix the less serious things then tough, you get to live with them.
So, congrats on never having had to do that I suppose.

As for the suggestion itself. I think it could and SHOULD be done. ~words~
This is a good suggestion.

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Toxcity

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Re: Selective removal of d-mods
« Reply #9 on: June 06, 2017, 07:06:07 PM »

If this was made, the supply reduction for D-mods would have to be changed so it isn't universal. Otherwise it would just encourage boring munchkin gameplay like spamming carriers/high-tech ships with reduced armor mods.
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isaacssv552

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Re: Selective removal of d-mods
« Reply #10 on: June 06, 2017, 07:12:06 PM »

If this was made, the supply reduction for D-mods would have to be changed so it isn't universal. Otherwise it would just encourage boring munchkin gameplay like spamming carriers/high-tech ships with reduced armor mods.
This is already encouraged. In fact, this was what I did my first playthrough on .8a. Later on I restored all my ships for aesthetic reasons, but high-tech fleets were my bread and butter as a industry focused character.
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Midnight Kitsune

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Re: Selective removal of d-mods
« Reply #11 on: June 07, 2017, 08:01:25 PM »

Yeah I just realized reading this topic that the flagship of my own personal IRL fleet is a Honda Accord (D).  Hey technically it's still street-legal without the passenger side mirror or radio panel and you can't see the other problems without a professional exam.  What the "Hegemony" don't know won't hurt em.
Actually some states will force you to do costly AF engine work if you have engine issues when you try to get it re-registered. I know because I just recently had to do a 2K valve job on my Honda CRV... >.<
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Serenitis

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Re: Selective removal of d-mods
« Reply #12 on: June 08, 2017, 11:53:21 AM »

Yeah I just realized reading this topic that the flagship of my own personal IRL fleet is a Honda Accord (D). 
:):)
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Faulty Power Grid
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Maybe you have to take it to a pirate or Indie market where the mechanics don't care about legally-mandated redundant safety measures as long as you've got the credits.
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