Suggestion: Store extra augments in cargo

General discussion about the game.
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Airk
Posts: 4
Joined: Wed Sep 26, 2012 9:44 pm

Suggestion: Store extra augments in cargo

Post by Airk »

It strikes me as somewhat odd that if you have full weapons and find a new one, it gets put safely in your cargo hold. Similarly, with drones, if you have full drones, and find or buy another, it gets put into cargo, but if you have three augmentations, and find a new one, you're required to immediately choose one of them to discard (as if they were crew or something).

I'd like to suggest the possibility of storing extra augments in the cargo hold. If there are concerns about micromanaging augments (Storing, say, a Long Range Scanner in the cargo hold, switching it in when you look at the map, and then switching it out) then that could probably be mitigated by not having augment changes kick in until you jump, or preventing the switching of augments outside of shops, or adding a small cost in scrap to switching augments. (Though I'm not sure that playing "scanner swap" is enough of a problem to merit being "fixed", and I can't, offhand, think of any other augments where switching constantly would be useful)

The benefit of this change is, of course, flexibility, and being able to sell an augment if you stumble into another one that you like better (or, heck, if you stumble into one you don't like as much as the ones you already have.)
Icehawk78
Posts: 230
Joined: Tue Sep 18, 2012 4:55 pm

Re: Suggestion: Store extra augments in cargo

Post by Icehawk78 »

I'm not certain, but I assumed that this was done intentionally for game balance reasons. Otherwise, you could buy the long-range scanner, equip it to look at your surroundings, then store it and replace it with another augment that's actually useful in-battle, which would defeat the cost of the LRS taking up a full augmentation slot in exchange for being able to see what's coming in advance.
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