Fix limpet expiration

Very small suggestion. Why do collector limpets expire when selecting anything? There's zero reason to select items when collecting because the limpet is rendered unusable.

I think selecting an item in space then firing a limpet should allow the limpet to wait until you select (!) another item in space after it deposits the item you selected. It is in a "manual" targetting mode with the same lifetime as an "automatic" limpet.
 
Echoing the others:
  • if you want to not lose the collector, don't target anything when you launch. It'll pick up whatevers in range continuously.
  • if you want to collect faster and targeted, select the thing, but then you'll lose the limpet

I'd also disagree with the "zero reason" to target. I use it frequently when stealing from Thargoids, for hijack missions where there's lots of junk. It's worth noting a targeted limpet can outmanouver point defence, while a non- targeted one is fodder.

There's also some broader context i won't spend an essay going in to, suffice to say if you consider an isolated case of "scooping stuff" there is less reason than when scooping in certain circumstances, with certain fits for certain reasons.

For example, i have a mission ship designed to do as many types of missions as possible. This means my tank is very thin. I don't have time to wait for a single collector to collect 4 black boxes in slow time before Pirates show up and i have to run. Yes, i could re- enter to scoop a couple more, but that then nearly doubles the time and effort involved.
 
Last edited:
Within stealing from Thargoids, a quite good example for @noruzenchi86 is collecting Maelstrom materials¹ within the caustic zone, where you have limited time. With a non-targeted Limpet one has to stop and wait while it travels a kilometer both ways at its modest 60 speed; a targeted Limpet on approach will shorten the distance, move at 200 and have it already docking² with the item in around the same time it takes to pass by.

1. Aside-suggestion: Introduce a use for Caustic Crystals!
2. The final approach from under the cargo area is fixed once it starts, where one can boost away and open the scoop briefly as it arrives.
 
For example, i have a mission ship designed to do as many types of missions as possible. This means my tank is very thin. I don't have time to wait for a single collector to collect 4 black boxes in slow time before Pirates show up and i have to run.
My solution for black box missions is 3C Operations Limpet Controller. Drop on the signal, immediately program all 4 collectors while moving towards the debris field, stop and drop cargo scoop right over the black boxes, wait 5...10 seconds until the 4 collectors make it back with the goods, close cargo, charge FSD, boost away. The whole pickup takes roughly 30 seconds.

Caveat: you have to put everything you don't want to pick up into the ignore list, but that list for salvage missions is short and must be done only once.
 
Very small suggestion. Why do collector limpets expire when selecting anything? There's zero reason to select items when collecting because the limpet is rendered unusable.

I think selecting an item in space then firing a limpet should allow the limpet to wait until you select (!) another item in space after it deposits the item you selected. It is in a "manual" targetting mode with the same lifetime as an "automatic" limpet.

it seems that you are not aware the Collectors have 2 running modes
I know that it was explained above, but i really want to put emphasis on this

Targeted mode: the limpet flies at 200m/s and is able to collect only targeted object
Non-Targeted mode: the limpet flies at 60m/s and is able to collect multiple things, until they reach their expiration timer or they are destroyed

Having those 2 modes allows for different usage scenarios
When mining or leisurely collecting stuff, i will always use non-targeted collection mode
When doing dangerous and/or time critical collection, i will always use targeted mode (as mentioned above when collecting black boxes under fire, or when doing rescue/liberate stuff using hatch breakers, i will always use b-rated collectors in targeted mode since i need to collect the stuff before the loser can get it back)

Edit: to put it bluntly, it's working as intended.
 
Last edited:
We should be able to collect expired limpets to receive a portion of the materials required to make them.
So... 20cr XD

Or are you just suggesting a low key way to get materials for credits? (Buys 700t of limpets, jets half, scoops them with directed limpets... cross trade to whatever)
 
Last edited:
So... 20cr XD

Or are you just suggesting a low key way to get materials for credits? (Buys 700t of limpets, jets half, scoops them with directed limpets... cross trade to whatever)
No, half of the mats that you would otherwise use to synthesize them. o7 Though you do make a good point about the mats for credits, but I think Limpets are G1 mats so that's going to a lot of buying and scooping to fill up on G5 mats lol
 
People still do relog grinds at Dav's Hope. I don't underestimate people's ability to do dumb things ;)
Oh I'm sure, and will follow on with threads like "This is just bad gameplay" etc.. after some unfortunate soul follows RazzleDazzleYT's video called "Fill up mats: The quickest way!"
 
Raw materials are the easiest to acquire anyway. Two trips to the material-rich planets max, easier still if you're on Odyssey so I've heard. Its data and manufactured that's a PITA to fill up on.

Yeah uses much more power to go faster and burns out it's drive, an arguably logical reason for it happening, but in the end it's all about gameplay, this is how they decided to implement it to give upsides and downsides to choices.

And that's why I made a suggestion thread to change it.
 
Raw materials are the easiest to acquire anyway. Two trips to the material-rich planets max, easier still if you're on Odyssey so I've heard. Its data and manufactured that's a PITA to fill up on.



And that's why I made a suggestion thread to change it.

Suggestions are fine, suggest all you like, but it is a discussion forum and a lot of people like it exactly the way it is so they are free to make their own input. If the limpets became non-expiring they would probably be slowed down to the same speed as other non-expiring limpets, but what you are asking for is all the advantages of non-expiring limpets without any negative effects, and that's simply not going to happen.
 
Suggestions are fine, suggest all you like, but it is a discussion forum and a lot of people like it exactly the way it is so they are free to make their own input. If the limpets became non-expiring they would probably be slowed down to the same speed as other non-expiring limpets, but what you are asking for is all the advantages of non-expiring limpets without any negative effects, and that's simply not going to happen.
The negative effect would be that you would have to individually select each dropped item in the contacts panel, or pointing your ship at the item to target it (risky, could be illegal) instead of letting the limpet run on its own automatically. For the entire lifetime of the limpet. Doesn't that sound annoying to you?

I mean surely there's a reason why you want a negative effect of using an item "wrong" that new players have to learn in some obtuse way.

Also because I decided to try using targetted limpets again, no, they don't move faster than untargetted limpets currently. They might still go after things outside the auto-grab range, though.
 
Last edited:
I think it's a well made and necessary function, but the implementation of it could use a little more structure.

Perhaps to use the targeted function, we should need to be in the cockpit analysis overlay to help prevent accidental activation of it on random objects. Combat mode should conversely clear the contacts list of non-tactically significant objects and disallow direct selection of containers.

If it doesn't have guns, and cannot be a threat to the ship: why is it a selectable object in the combat overlay?
 
Last edited:
I think it's a well made and necessary function, but the implementation of it could use a little more structure.

Perhaps to use the targeted function, we should need to be in the cockpit analysis overlay to help prevent accidental activation of it on random objects. Combat mode should conversely clear the contacts list of non-tactically significant objects and disallow direct selection of containers.

If it doesn't have guns, and cannot be a threat to the ship: why is it a selectable object in the combat overlay?
Because you might want to deprive the opponent of the object by destroying it or acquiring it yourself, things are rarely simple.
 
Back
Top Bottom