Reading through the thread again, I like the idea of only being able to change hullmods at stations. It fits nicely from a suggestion from long ago about being able to buy special hullmods at stations thats always struck a chord with me. Whenever I used to play OOlite I would always hunt around for shipyards with high technology ratings so that they could install the really cool stuff - it was an aspect that made exploration fun. Combined with faction relations to be able to purchase them and its really something. Eh, getting off topic.
Yeah, I'm of the opinion that tedious things to provide advantages are bad as well, so I'd like to see a fix of some sort.
(But first: Is the CR cost from refit worth the value of the extra loot you pick up? If not, then there isn't actually any advantage to doing this and we don't need to worry about it.)
On the vein of fuel, what if it reduced fuel capacity? Usually we don't get much fuel from fights, so loot wouldn't push it over and require micro. Unless attacking fuel convoys?
Fairly side-effect free, but I suspect it also wouldn't actually have any noticeable gameplay effect. Does anyone ever actually wish they had more fuel capacity unless they're trading in it?
True
. I like to have enough to do a full round trip so I can buy fuel somewhat cheaply, but its not a problem.
Well, non combat ships care about: hauling capacity (micro problems, so out), hauling efficiency (cargo/logistics), fuel efficiency, range (not at the moment, so out), and speed (increases, so out). I must be missing something?
Having AE increase logistics would be... tricky... to balance. I think it would be brutal for combat ships rather than non-combat ships.
I'm still leading towards a (large) fuel efficiency penalty.