Update 18.02 | Wednesday 10th April

My opinon:
Bowman Meme.jpg
 
And I have strange feeling that the new FSD won't be enginerable.
That would make it DOA for sure. Even a fully engineered class C FSD is roughly equal to an unengineered class A. For a lot of ships, especially combat ships, that is a pitiful jump range to begin with. And to make things worse, combat ships usually don't have the internals to spare for a FSD booster.

I don't quite understand why we need E and C. D is light, B is sturdy, A is best performance, C/E is cheap. Why do we need two module classes in the cheap area ?
 
Personally I’m looking forward to having to make some potentially tough choices with ship builds due to the new FSD tech being C rated. Balancing benefit and cost is one of the things I think FDev usually do pretty well (not always but mostly.) I’m purposely not going too deep with my thoughts on what it may offer until it’s available later as the information released is …. well, a cause for contention it seems.

The thoughts raised earlier on whether it’s a module that offers a permanent effect or intermittent effect are intriguing and potentially the most overlooked possibility for most of us when new FSD tech was first mentioned.

I‘m away for work for the next week and a bit so I’ll be avoiding EDSY until I can play with it myself - I personally don’t want to be given all the answers straight away…new kit like this being relatively rare.
 
I don't quite understand why we need E and C. D is light, B is sturdy, A is best performance, C/E is cheap. Why do we need two module classes in the cheap area ?
E is the bare minimum a manufacturer puts into their ship, their only purpose is to make the ship spaceworthy so you can fly it to the station that sells the module you need/want. Also, if you remove a core module of your ship to use it on another ship, you'll automatically buy an E-rated replacement for it as a really cheap placeholder. I'm fine with that concept.

C is an OK module that gets the job done for relatively cheap, but not very well. They are relevant for new players, but since credits are so easy to come by, lose their relevance quickly. I think most NPC-s likely use C-rated modules.

Utilities are a whole different ballgame—only relevant shield boosters are E and A rated, D through B could just as well not exist. Scanners you choose according to your power budget; eg I use C rated KWS on my Vulture, B rated on my Phantom and Chief, A rated on my 'Vette.
 
E is the bare minimum a manufacturer puts into their ship, their only purpose is to make the ship spaceworthy so you can fly it to the station that sells the module you need/want. Also, if you remove a core module of your ship to use it on another ship, you'll automatically buy an E-rated replacement for it as a really cheap placeholder. I'm fine with that concept.

C is an OK module that gets the job done for relatively cheap, but not very well. They are relevant for new players, but since credits are so easy to come by, lose their relevance quickly. I think most NPC-s likely use C-rated modules.

Utilities are a whole different ballgame—only relevant shield boosters are E and A rated, D through B could just as well not exist. Scanners you choose according to your power budget; eg I use C rated KWS on my Vulture, B rated on my Phantom and Chief, A rated on my 'Vette.
It’s easy for players like me, even more so those that started playing later than me (Jan 2018, with some great memories) to forget or simply not realise how tough it was to make credits early on. Even when I started back then C rated modules gave a significant boost compared to E and D (in some modules) whilst also being significantly cheaper than A rated modules and my first ships were a real mish mash for quite some time until I’d built up some financial leeway - ‘don’t fly without a rebuy’ rang loudly in my ears as a trepidacious young Cmdr:)

Now, or at least until later today, certain ratings were little more than relics for most Cmdrs.
 
I suspect that this new FSD is designed to help those fighting Titans.
Hadad has a 39000 ls arrival distance so jump range will be less important than supercruise speed.

Sure.. lets implement a (big) game change cause one titan is a bit far out.
 
Sure.. lets implement a (big) game change cause one titan is a bit far out.
Actually it will be good for combat ships I use for BGS where CZs have a long SC distance
And flying to Jameson's Crashed Cobra, Guardian sites, etc. etc. Anywhere which has carrier support will benefit from rapid supercruise.

I use one ship (DBX) to jump around the Bubble between carriers/stations where my key combat/AX/BGS ships are stored. If those ships have enhanced supercruise then my time will be much better spent. No more Netflix while flying
😄

Plus it will help for all those High Rep/Influence data-delivery missions where the target station is one jump away but has a 100k ls distance are suddenly much better too.

For me this has a huge potential for QoL improvement.
 
"And to make things worse, combat ships usually don't have the internals to spare for a FSD booster."

It is a choice that a player has to make. The space is there, it is just that some will not use the optional internals for anything but SCBs and HRPs. Cannot let the defences drop by a smidge, gotta have the max otherwise the ship is not competitive.

There have been requests in the past for an additional bit of cargo space (filling the bridge/corridors etc) so that the odd item can be collected. Once again, players refuse to sacrifice even the smallest internal slot for anything not combat related.

Steve
 
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