Since it takes 5 of the current cargo holds to transport a facility or part of the larger facilities that are transported in pieces, there never seems to be a reason to put anything but a multiple of 5 cargo holds on a ship. I just encountered a problem with one of my designs where I had accidently only put on 4 cargo holds and was unable to move facilities (the order was not available for the task group containing the ship). I did not check to see if several versions of this ship in a single task group would be able to move facilities. Does it make sense to increase the size of the current cargo hold by 5 so that each cargo hold could transport one facility?
That's a reasonable idea. The reason for the smaller holds is that certain items such as minerals can fit in a one hold and you may want a small, fast cargo ship. However, if no one has any particular objection I could make the hold 5x as large with 5x the capacity. Bear in mind its already 10x as large for v4.1 due to the general size increase so it would 50x larger than at the moment with 5x the capacity
Steve
Yes the size of a single hold may increase, but the overall effect on ship design will not be affected. The size of freighters will go up anyway, and people will then use just one hold instead of five. I'm all for the change, smaller faster freighters still can't carry all that many minerals.
Adam.
The only three drawbacks I can think of are:
1) Right now cryo holds and cargo holds are the same size. I wouldn't want the same change for cryo holds, since I often put 6 on a ship, rather than 5.
2) Civilian tramp steamers: Given the way the civilian trade system is going, one might want to design a small (cheap!!) 1-hold freighter would transport trade goods; the cheap cost would permit civilian companies to buy them more rapidly.
3) Remote maintenance facilities/"general support ships" - Ships with mobile maintenance modules will probably want to have a small hold for minerals. That way they can make a "forward repair base" colony and drop the minerals on it, rather than having to mine them or bring along a full-fledged freighter. Such a mineral hold could also be put onto a generic support ship, that had fuel tankage, maintenance supplies, magazines, and mineral cargos as part of a fleet train.
Alternate proposal 1:
Have two types of cargo hold system: "classic" and "large (the 5x guy)".
Alternate proposal 2:
Split the "design errors" section of the class design (F5) window into "errors" and "warnings" sections. "Warnings" could have things like "cargo holds not a multiple of 5", "ship's mass is smaller than jump engine maximum size" (which doesn't prevent the ship from jumping, but means you've over-engined it), "too much (or too little) reactor power for weapons mix", ...
John