Loriath wrote:pargyrak wrote:Question for those that have done some testing in the 2.2 Beta.
You have two ships in Azrael for Example. Can you exchange modules like thrusters or Power Plant between them?
Can you store a core module like power plant, leave the ship without it and jump in another one of your ships?
It would be cool to have only one Power plant (8A engineered of course) for Anaconda, Cutter and Corvette Save 2*162M also
You cannot leave a ship without a Core Modules. So if you store your FSD, you have to put another in the ship, It has to be Flight Ready at all times. But, you can replace the Modified with a 4D and that will make the 6A Modified available for another ship to swap into.
So Under this example, you take your Corvette and the Anaconda. Both support a 6A FSD. So you have a Engineered 6A in the Conda. Put it in Storage, and then put a smaller one in the Conda. Now jump in your vette and swap its FSD to the Modified 6A.
This will work well with core modules as long as you remember you have to replace the core modules. Where it gets fancy is the Non-Core Modules. Say you have that HUGE Multi-Cannon or Shields that you engineered all out. You can save it and move it around where you need it. Same with Utility items like Shield Boosters. Get a great Engineer role? Now you can move that module around (Remember its not just storage, but you can Move the items around just like ships, It takes credits and time).
The one thing that is clear is that now with Module Storage, stripping a ship to sell it will probably COST you the 10%, although I have not played enough with it to be sure since beta prices are MUCH lower.
blazingmaniac wrote:If i recall correctly it will auto fit an E class module in the slot as I did the swap about at Raff's and it magically fitted a 7E thruster to my Conda when i wanted to swap my level 5 dirty drive to the Vette. Now as far as I am aware Raff's doesn't sell class 7 anything so not entirely sure where this module appeared from..
It will however happily invoice you for the cost of the Class E module
pargyrak wrote:blazingmaniac wrote:If i recall correctly it will auto fit an E class module in the slot as I did the swap about at Raff's and it magically fitted a 7E thruster to my Conda when i wanted to swap my level 5 dirty drive to the Vette. Now as far as I am aware Raff's doesn't sell class 7 anything so not entirely sure where this module appeared from..
It will however happily invoice you for the cost of the Class E module
That would be great. Thnaks fo rthe heads up. We only have to wait and see when Beta comes to life
RD-83 wrote:Has anybody tried this in 2.2?
You get interdicted and send your fighter to keep them/their fighter busy. Would that be viable or is there a mechanic to stop you jumping if you have a fighter deployed? Obviously you lose the fighter but just build another, right?
I don't even have a ship that can launch them, I just wanna know
Loriath wrote:RD-83 wrote:Has anybody tried this in 2.2?
You get interdicted and send your fighter to keep them/their fighter busy. Would that be viable or is there a mechanic to stop you jumping if you have a fighter deployed? Obviously you lose the fighter but just build another, right?
I don't even have a ship that can launch them, I just wanna know
Yep. Viable Tactic. Distraction. Loose the fighter when you jump, but build another in about 90 seconds, restock when you land.
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