What I loved about kits before was that you could pack certain abilities in certain kits. I have like 6 kits in my bank that were all neatly set away for whatever build I would choose at the time. As soon as I logged in I had to set my main kit back up again for the 47th time, ALL and I mean ALL of my modules were loose like wild tribbles in an orgy of mac and cheese and my bank which I use to store different things is now 30some boxes shorter because of the ability to put Modules in Kits is gone and wasn't tested out well enough.
I know a lot of people have asked for this sort of thing for pets because Pet Collecting is a thing in this game even I take part of but can we please get a way to store our modules in something like a purse or basket so that it doesn't take nearly all of the extra spaces in a person bank, inventory, account bank, etc?
Please????
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Not really convenient for players who likes to have multiple kits. They likely have kits put together for specific STFs. Keeping them in the personal inventory means they can queue up STFs anywhere they want without the need to stand next to a bank console.
Me? I just use one kit, though I may keep up to three different kit modules in my person inventory for specific circumstances or just to test them out to determine if the kit modules are worth while to have on other characters. Most of the time when I queue for a ground STF mission, I am definitely not standing right next to a bank console.
This is it really.
There are "shock horror", players who actually take the ground missions very seriously and have a variety of setups for each one. Having a wide range of kits was quite nice before as you could swap out just before starting. Now though you can still swap out modules etc but you need 5x the amount of space when before you maybe had just 2-3 specific kits ready made for the missions.
Some people have every possible kit module on a toon so have a huge selection of stuff to chose from, that's all gotta be stored somewhere that's easy to access. Bank consoles are few and far between unless to camp out in ESD or DS9 for example.
IMO this whole thing was a ploy to make us buy more bank and inventory slots!
Pretty sure that's exactly why they said they gave the 12 slots. OP already has his solution from the Devs.
Only a partial solution for the OP.
He stated he has 6 kits in his personal inventory. That means he has 30 kit modules in those kits which will take up 30 inventory slots. The 12 free slots given by cryptic does not cover all 30 kit modules. Granted there are likely to be duplicate kit modules that were those 6 kit frames so those can be sold off on the Exchange. I believe kit modules removed from kit frames defaults back to being not bound unless they were bound on acquire.
It's a partial solution for the OP, but to be fair most players likely do not have multiple kit frames packed with kit modules for different ground missions.
This^
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If you're hardcore enough to want more than that, you can support the game by paying for more space.
My character Tsin'xing
Yep. I for one was never a big fan of kits, hence I will not be having this problem. However I sympathize with the idea that you are not even safe in your own character anymore.
It might be smarter to make kits work like Boffs, where you don't need to store the training manual, once they have been taught a skill. Why can't kits be 'programmed' and turn the whole module idea into data files (training manuals?) that are used when you install them. No storage issues we don't already have experience with, and just limit the kit by saying how many programs it can run simultaneously, like Boffs forget they can do some things till you remind them.
It will probably not happen.
Qapla!
Normal (not rep, fleet, event) kit modules are account-bound so I can use a beam turret with one character then pass it on to a new one when I replace it with something better.
Hate to say it as you did nothing wrong and took full advantage of the system they set up but what you were doing is probably WHY they made this particular change of just 5 module slots per character period - because what you (and probably many others) were doing was costing them a lot of storage space per character.
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That is a good point, however once you have a program on one kit, maybe you can write another program from it for a few EC (less than the module value even?), 'Bound to Account'. that would solve the problem I think.
Lets hope things improve where needed
Qapla!
As true as that is we might than see the same thing happen with non-active ships, where once you switch them to being inactive you can't slot any items on them (consoles, weapons, shields, ect.). and have any items on them removed into your inventory or your active ship when made inactive. As in truth inactive ships are being used in the same way with each ship giving far more free inventory space than any kit would have, even if we go with the fact of having each ship set up for quick changing into different playstyles it can be said the same of kits being used the same way. So in the end both kits an inactive/drydocked ships are/were largely being used the same way, which thus are/were both hurting their inventory purchasing appeal. Even if they did not just give us a pet/module tab for free at say 15-20 slots, than I would not mind it if they made it something we could buy via the c-store.
My character Tsin'xing
Over half of my bank space is taken by pets and things that should be probably be stored as a currency, but aren't. The other half is for various other things that I'd like to keep (things that can't be reclaimed once deleted) so...where does that leave room for kit modules?
It doesn't. Right now, my inventory and bank are literally full of kit modules that I stored in kits. 100%. I can't really do anything fun ingame until I deal with this, which is probably going to involve buying more bank slots. Well played, Cryptic. Well played.
is this devs' way to break things that not broken?
"I have too much cr ap so the game needs to invent new pages and storage solutions for me."
Hording is a personal problem.
My character Tsin'xing
I can still do that, of course, but now it's a question of swapping out five different modules instead of swapping just one kit, and that is definitely more complicated and tiresome. And, no, the twelve free inventory slots didn't accommodate all the kit modules I have. I'm sorry if I have more gear than some of you, apparently, find socially acceptable. I like to have a range of different options on hand.
Yes, being able to upgrade kits and modules is a benefit, but faffing around switching things one module at a time... is something I could do without. Swings and roundabouts, I suppose. Still, I'd support the idea of a modules tab. And a pets tab, for those who collect pets.
(Of course, it's kind of immaterial at the moment, as I can't swap kits anyway.)
My character Tsin'xing
If you want 30 active ship slots, you pay extra.
If you want 30 character slots, you pay extra.
If you think you need 10 active kit frames, you pay extra.
Problem solved.
It's a very generous F2P game, but if you want more than the normal options for some things, you can support the game by opening your wallet.