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 A new arti.... 
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Joined: Sat Oct 29, 2011 12:39 pm
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This would be a one time arti gained via a mission or NPC drop or somthing, it would be sort of like the mylarai extractor,but much better.
My sugestion with this arti is that it grant u the ability to extract special mods like npc,mission ect ect... and put em in the cargo, it would be a 1 time artifact so it's not game breaking and won't be abused and can't be traded or shared. Could be called the Unique Module Extracter. What do u guys think.

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Wed Jan 18, 2012 10:26 pm
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that sounds exactly like what the mylarai extractor does... could you explain how your suggested arti would be different?

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Thu Jan 19, 2012 7:55 am
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Lone.Lycan wrote:
that sounds exactly like what the mylarai extractor does... could you explain how your suggested arti would be different?


Lol well with the mylarai extractor arti, u can only use it on planets, this would be a 1 time arti used on your ship. I mean i could suggest adding to the extractor allowing u to use it on your ship but as i said it needs to be a 1 time arti.

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Thu Jan 19, 2012 8:28 am
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you mean so modules would only take up 1 space in cargo? If so -1
Not needed.

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Thu Jan 19, 2012 7:54 pm
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spyder wrote:
you mean so modules would only take up 1 space in cargo? If so -1
Not needed.


No they would take up their normal space in cargo, so say for example u extract a BM50 Convoy it would take 20 space in the cargo.

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Thu Jan 19, 2012 11:07 pm
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Zargor wrote:
spyder wrote:
you mean so modules would only take up 1 space in cargo? If so -1
Not needed.


No they would take up their normal space in cargo, so say for example u extract a BM50 Convoy it would take 20 space in the cargo.


That's called Uninstall... There's a button for that.

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Thu Jan 19, 2012 11:09 pm
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Zargor wrote:
spyder wrote:
you mean so modules would only take up 1 space in cargo? If so -1
Not needed.


No they would take up their normal space in cargo, so say for example u extract a BM50 Convoy it would take 20 space in the cargo.


or you could just uninstall the module, and it would take up the same amount of space


Thu Jan 19, 2012 11:10 pm
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dude, we already have that. its called uninstalling the module... the only difference is that with your idea, you wouldnt pay upkeep on the module. and, when you get to the higher level point, npc modules and mission modules dont really affect your upkeep as much as the researched stuff... every new module i install increases my upkeep between 200 million and 1 billion. i think the upkeep for something like an npc module is still in the thousands. so i cant see these getting very much use.

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Thu Jan 19, 2012 11:11 pm
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Hahaha 3 of u said pretty much the exact same thing probably at the same time. But yes i see now. I guess i wasn't thinking of that when i thought of this.

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Thu Jan 19, 2012 11:19 pm
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By the way... Zargor... did you also know... uninstalling a module removes it from the count of modules that contribute to the limit for that module type...

you can potentially have a hundred (or more) autocannons on your ship....

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Fri Jan 20, 2012 4:24 am
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Lone.Lycan wrote:
By the way... Zargor... did you also know... uninstalling a module removes it from the count of modules that contribute to the limit for that module type...

you can potentially have a hundred (or more) autocannons on your ship....


No i did not.

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Fri Jan 20, 2012 4:37 am
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what about completely removing mods, like the zolian jammers that install themselves instanlly, why not have an art that takes it off your ship (i.e. can not be found in weapons tab) and puts it in the cargo for the same amount of deck space ( like uninstalling) but allows you to scrap for ctp at a diminishing value based on the condition the mod is in, instead of credits?


Fri Jan 20, 2012 4:44 am
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SpardaOverlord wrote:
what about completely removing mods, like the zolian jammers that install themselves instanlly, why not have an art that takes it off your ship (i.e. can not be found in weapons tab) and puts it in the cargo for the same amount of deck space ( like uninstalling) but allows you to scrap for ctp at a diminishing value based on the condition the mod is in, instead of credits?


O.O why the hell would that thought ever enter your mind?!?! never scrap mission modules. youll kick yourself later.

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Fri Jan 20, 2012 4:46 am
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but I would scrap a T.O. megacharger thing when I put in a Giga
there are also a few other mods that have "upgrade" vers...
Tbh, it would be nice to be able to recover the weaker ones for CTP instead of CR, especially for ppl who have yet to reach the lvl where CTP comes fairly easy

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Fri Jan 20, 2012 7:12 am
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Vekno wrote:
SpardaOverlord wrote:
what about completely removing mods, like the zolian jammers that install themselves instanlly, why not have an art that takes it off your ship (i.e. can not be found in weapons tab) and puts it in the cargo for the same amount of deck space ( like uninstalling) but allows you to scrap for ctp at a diminishing value based on the condition the mod is in, instead of credits?


O.O why the hell would that thought ever enter your mind?!?! never scrap mission modules. youll kick yourself later.

na talking about like the T.O charger, the dark rings, and crimson weapons. but tbh even if its a bad decision one sould at least be allowed to make that decision.
i personally havent done the zolian line, simply used that as an example


Fri Jan 20, 2012 3:27 pm
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SpardaOverlord wrote:
what about completely removing mods, like the zolian jammers that install themselves instanlly, why not have an art that takes it off your ship (i.e. can not be found in weapons tab) and puts it in the cargo for the same amount of deck space ( like uninstalling) but allows you to scrap for ctp at a diminishing value based on the condition the mod is in, instead of credits?

dan would have to create 11 more artifact versions of each non-researched module (0% to 90%... and a 99% version for perfect condition, used, reboxed...)

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Fri Jan 20, 2012 5:55 pm
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Lone.Lycan wrote:
SpardaOverlord wrote:
what about completely removing mods, like the zolian jammers that install themselves instanlly, why not have an art that takes it off your ship (i.e. can not be found in weapons tab) and puts it in the cargo for the same amount of deck space ( like uninstalling) but allows you to scrap for ctp at a diminishing value based on the condition the mod is in, instead of credits?

dan would have to create 11 more artifact versions of each non-researched module (0% to 90%... and a 99% version for perfect condition, used, reboxed...)


Or.. he could make 1 version.
And make it have a chance of failure, that is if it is used on a module that is below perfect, the artifact might fail, and on failure, at least the artifact would go poof, and perhaps have critfail where the module also go poof~

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Fri Jan 20, 2012 6:17 pm
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