Trailblazers created the need for longer jump ranges - Reverse Engineered Guardian FSD Boosters Request

With colonization, we're building new bubbles at some distance from the main one. This creates the need for longer jump ranges on all ships, not just exploration ones. So the request is for some entity in the game, such as Sirius Corporation, to develop a reverse-engineered version of the Guardian FSD Booster. This non-guardian version would need features like the following:
  • A larger range of classes up to 8A.
  • Alternate class versions, such as lightweight 5D.
  • Able to be engineered at workshops, currently doing FSD modifications and experimental effects. Rather not have a new engineer to unlock.
  • No longer considered a guardian module and doesn't get melted by anti-guardian fields.
Thanks
 
Yeah we need a real FSD Super Duper B-B-Booster that extends jump range to 30,000 LY.

Bubble to Colonia in 1 jump, to Beagle point in 3.

This is needed because some folks only have a few minutes to play in a session. And they won’t be able to experience these places without it.

+1 from me. (y)
 
I feel it has been long enough that all the guardian tech should have similar engineering effects as their human counterparts.

Allow the following guardian tech to be engineerable as their human counterparts:
Gauss cannons -- same as rail guns
Plasma chargers -- plasma accelerators
guardian shards -- frag cannons
power plants -- self explanatory
distributors -- self explanatory
shield boosters -- similar to hull reinforcements but for shields
guardian hulls -- hull reinforcements
guardian module -- module reinforcements
FSD boosters -- Not sure about this one, but some form of Fuel efficiency (less fuel per jump) or increased range

Allow the pre-engineered modules to have experimental effects applied like the pre-engineered 5A-V1 FSD

No one uses the guardian PP or Dist because the engineered human variants are superior in every way. The guardian weapons are outclassed by their human counterparts also because of engineering. Before engineering was introduced, the Guardian tech was decent and filled some niches, but since engineering became mainstream (and now easier than ever to do), the Guardian tech can not compete at all.
 
Engineers were in the game before the Guardian variant modules. It's true that many of them are pretty niche. Weapons are overwhelmingly just for Thargoids and there's the mostly superior pre-engineered variants for them. For the rest, the FSD booster and shield reinforcement are the most unique and also useful. Module reinforcement is also better if you don't mind the power draw because there's no engineering for the regular one either. I sometimes use the PD when I can't be bothered to engineer a proper one just yet. The 4% extra power is interesting, but doesn't win out against the efficiency of a fully engineered distro. The PP is about the same as G4 OC, but hotter and without the integrity loss. I never use that because I don't like hot plants. I thought the Guardians were supposed to be environmentalists or something. Efficient PP would have been more their style.

Anyway, there is some precedence for engineering Guardian stuff with the anti-Guardian zone resistance. Some limited G1 to G3 blueprints might be experimented with. Mostly for those things considered useless otherwise. When the Thargoid war was active, I really wanted some focused engineering for plasma chargers. Would have given them more armour piercing and speed. Then they gave us the Azimuth variants that did fix the problem, but in a dull way.
 
If you need to transfer a ship to some far away station, use a Mandalay. You can chain Neutron Star jumps one after the other with it. Could probably get to Colonia with 2-3h of "gameplay". Then, dock at any station and order your other ships to be transported there.

No, what we need is an actual personal fleet carrier.
Personal fleet carrier is the thing you buy for 5B and then pay for upgrades and upkeep.
We'll get squadron carriers eventually. Within the following few major patches, actually.

@Starmariner, if you don't mind me asking... In your eyes, what's the purpose of colonization? Players don't own any of the stations. We can neither change their functionality nor decommission them. We're not even investing our resources or credits in them. We're just cheap truckers-for-hire.
Any eventual weekly profits made aren't worth the hauling invested. If you're planning an actual functional, well-built system, that same amount of time running around could easily get you a carrier or a few.
 
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Personal fleet carrier is the thing you buy for 5B and then pay for upgrades and upkeep.
We'll get squadron carriers eventually. Within the following few major patches, actually.
The thing you buy for 5b is what was originally supposed to be a squadron carrier, and it shows. That was changed because the community had a hissy fit...though I think it was more because Fdev couldn't figure out how it would be controlled.
So now we have a "personal" fleet carrier that's...not optimised...for it at all, and soon we will have the squadron carrier that will be run by popular vote...because that's something that works well in a video game.
But thank you for telling me about the carriers. I look forward to you bying your carrier and then coming here to complain about it.
 
(...) I look forward to you bying your carrier and then coming here to complain about it.
Yeah, I see no reason to buy one except for goods storage and transport. All I see are downsides. You're right. That thing is squadron-sized and we sure could use one with fewer docking bays.
 
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