Personal candidates for S-mods are: Augmented Drive Field, Auxiliary Fuel Tanks, Efficiency Overhaul, Expanded Cargo Holds, Expanded Missile Racks, Insulated Engine Assembly, Militarized Subsystems. Mostly the dock-only 2-limit stuff.
Of them all, only Expanded Missile Racks goes on a military ship, the rest are simple QOL choices (I like fast smuggler fleets). Not S-modding the EMR won’t hurt, just less caps/vents available. The rest are not exactly “urgent” and can be mixed and matched to save S-points for more useful things, like Officers and planet/industry bonuses and the Historian.
There are some personal “question/rules” that I ask myself around these choices:
1/ will an officer skill substitute? (Spend the story point on mentoring the Officer - FAR more useful long-term.)
2/ are these ships going to be with me for the entire playthrough? (Cargo, fuel, survey ships.)
3/ can I get the essentials of what I’m wanting into a ship without using an S-mod? (Probably won’t do it.)
4/ are the ships fast enough already without ADF specifically? (Don’t add - and definitely don’t S-mod! - if not needed.)
5/ would putting it in as an S-mod reeeeeeealy take that ship to the next level? (Unlikely. Mostly it’s QOL.)
6/ why am I even considering an S-mod at all for this?
After going through those questions the answer gets clear er for me.
This is not to denigrate players who S-mod lots of stuff. Their choice. I’m trying to point out that spending the story points on Officers is possibly a better return. Comparing an S-modded EMR for one ship vs an Officer with Missile Specialization who can go to any ship as needed. Is an S-modded 3x the number of missiles really that necessary? Will 2x do? Can I fit in 3x without S-modding?
I do get what Alex is saying about other and potentially new hullmod choices being less attractive. Throw 40 OP into armor for a low-tech capitol ship and S-mod the OP cost away, insta-tank, it’s probably near-reflex for long-time players by now. Not like the player is doing it on the whole fleet.
What if the player only gets half (20) of those OP back? Half, rounded down, the rest perma-lost. The permanent reduction of ship OP would require more thought, because experimenting and switching stuff around becomes more restrictive.
Not quite such an “of course I’ll do it” reflex all of a sudden.
Too late as an idea, of course. Alex has already been working on custom malus’ for things.
