DarthRavadge wrote:
blackfox wrote:
so many of us have different versions of our ships which spend a little times changing the mods around to make the, ive come up with a solution to make that easier
Ship Savesship saves are basically hotkeys to different types of your ship that u have designed yourself, e.g. scanning ship, energy ship ect
what would this do ? positive1. save you lots of time resetting your ship to its different modes
2. by choosing this option your ship modules don't become degraded every time you change saves
3. this can also be set to change your ship visual design and title as well (optional)
negative
1. it costs a small amount of energy to change between them
2. some may see this as cheating your way out of degrading your mods, but you will have to reinstall all your mods again when you change (your ship mods will al still be there btw
what if i don't want to change my ship or don't like the way i made it ?1. then you simply don't

2. there will be a reset option in your save which will reset your ship to the design it was before you installed it, any mods you may of put on them since you changed and saved it will be uninstalled and added to either your cargo or to your ships mods
what will this look like ?1. there will be a new mini tab in the ship tab
2. everyone started with 3 ship saves, to buy extra you must buy ship tab bs with gp (dan gets money

)
3. when you click * design ship save(or something like that) * the screen will lock onto the ship design until you're finished any materials you may need to buy mods will be bought automaticly
this needs lots of improvements but what do u guys think ?
This has been suggested many times before but its still a good idea. One major flaw with this version though... Modules still need to take damage each time they are uninstalled. Otherwise you remove one of the biggest drawbacks of small ship builds.
Also I don't think more than 3 saved sets is needed.
I agree with the module dmg thing, it must be dmged each time.
But I personally would like 3 or even more saves, thou the difference between saves are minor(if not for the tedious page flipping per module action, I won't even bother with the saves)
1. Lvl-up set: all energy mod, no energy weapon/relay
2. invasion set: all the toys that increase invasion atk(or atk in general) that I don't usually use. so far that means the shad'din thingies, the exo-temporal thing, those biorays, atmospheric decimeter etc.
3. Combat set: basically little to no energy mod, maximaze on atk/def
4. scan set: maximaze scan for planet scan spree
5. base combat set: basically combat set but carry the 6 base battle mods instead of whatever worst combat mods you might have
6. NPC hunt set: same as base, except use the 6 NPC mods instead of base mods.
then we can have more sets orinated for base/NPC combat that are around lvl up, such as ones with energy weapons on so you can go lvl-up to "this" to npc/base combat set and then when close to lvl up get back to lvl up set etc. Thou this operation is reasonably doable manually as there is a very small number of module changes. But hell, the energy weapons are in the smack middle of the weapon list, 20+ page flips anyone?
No, I'm not running a SSB. I have 3k+ deck. But I still need minor adjustments between actions. Again, if not for the massive page flipping, I won't need this many sets. Frankly, difference between combat, NPC, base and maybe even invasion are rather small, as little as 12 to 20ish mod changes. But may lolis help me, I don't wanna flip 50+ pages in mods(namely for NPC to invasion, base stuff is pretty ez, nice and on top via sorting. NPC to invasion thou... a nightmare)