These days, my triage carrier has five of the seven divisions of its corp hangars full of stuff. In the first is spare fuel and stront for travel and activating the triage mod. In the second are mods that I might need to alter the exact fit of my triage carrier should I be dual-triaging with another player. In the third are the mods I would need to convert the carrier to Pantheon fit should that be required. And in the fourth are mods specific to another main I have that flies a dreadnought. Often -- particularly during RK's current campaign -- the two ships are jumping to locations in tandem and it's handy to have the dread mods available in the carrier so I can devote the dread cargo space to fuel and ammo. Finally, in the fifth division, I have an assortment of "spare" mods that are useful when escorting a battleship or other fleet: spare neuts to convert a BS to a full neut fit, additional tank and damage mods, a probe launcher and some probes, spare warp disrupt probes... that sort of thing.
Only now, I'm going to have to get a bunch of cans ready to store all this stuff in thanks to the latest changes to corporate hangar arrays (edited slightly):
- Corp hangars *on ships* are now fleet hangars
- Volumes will all stay the same
- Divisions are gone, as is any other reliance on corp roles
- Ship fitting array is always available to everyone in your corp and/or your fleet
- Ship fitting arrays on ships and star bases no longer restrict the number of characters that can use them simultaneously
- Fleet hangars and ship maintenance arrays on ships both now have "allow fleet member use" and "allow corp member use" in the inventory UI
- We're adding five new non-compressive containers (from 250k m3 down to 1k m3)
- For containers in a fleet hangar, only the pilot will ever be allowed to open or remove the container; other characters will only be able to drop into the container (with a warning)
- Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
Now, I suspect that I know the reason for this change: the new unified inventory plays merry hell when asked to interface with the corporate hangar divisions system. In my high-sec manufacturing station, for instance, it takes a full 12 seconds for the station office corp hangar to populate... and I honestly don't have that much in each division. I can only imagine the pain for truly large corps. The same pain is applied to POS CHAs which is making life excruciating for those of you living in wormholes. And then we've had to add the same pain to carriers, Orcas, and the like?
Yeah, I can understand why CCP wants to see it gone. But of course there's a subset of players that are truly aggravated by this change. And amusingly, the more veteran players are the ones more likely to be affected this time. If you don't have a capital ship or an Orca, you're not likely to be affected at all.
So now I'm going to have to buy a bunch of these new "non-compressible containers", fill my carriers and Orcas with them, and re-sort everything. Needless to say, that will be a logistical annoyance but CCP has a long history of just flat ignoring those. I suspect it helps that they can probably make whatever they like magically appear wherever they need it. ;-)
Note the "on ships" in the first line. That was a late add. You can imagine the freak-out if CCP pushed this implementation to POS Corporate Hangar Arrays... Doing something about that is clearly going to have to wait until next spring. The other funny thing is that this is the fourth change now that has been attached to the "there's no going back" meme. No matter how much players complain, CCP might tweak this change but they're not going to undo it.
Finally, one interesting bit: ship "fleet hangars" will now be player and NPC-scannable. That bit is both going to stop a fair bit of booster smuggling and is going to put a lot of cargo runners at a lot more risk. Incursion-bound Orcas are going to have to be a lot more careful, using the same courier tricks that are currently used by incursion-bound freighters. And we're likely to see a lot more Orca ganks and fewer players taking advantage of 10-second Orca fits. Overall, I think it's a net positive but it's sure going to make life interesting for a lot of players come December!
(1) I'd again like to endorse jEveAssets, a fantastic program for finding your stuff wherever you manage to hide it from yourself. I use it myself and I find it repeatedly invaluable.