23,000 LY And A Mistake: Would Fully Functional AFMU's Be Overpowered?

Would a Fully Functional AFMU Be Overpowered?

  • Yes. Please post why.

    Votes: 73 26.5%
  • No. Please post why.

    Votes: 173 62.9%
  • Indifferent, exploration is boring and doesn't affect me.

    Votes: 15 5.5%
  • Other. Please post why.

    Votes: 14 5.1%

  • Total voters
    275
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Anyone whos' ventured a distance away from inhabited space for sake of exploration has made mistakes. Be it slamming into a planet while trying to get that last second of scanning in, crisping up near a neutron star, encounter first hand what'd it be like to be in a BBQ while refueling at a star, those mistakes cost hull integrity, thruster strength, etc. A module that is available to us explorers is the auto field maintenance unit or AFMU for short. It's wonderful for repairing things such as the the ever important cargo rack and power distributor, but it's useless for repairing the ship's hull, thrusters, and scanner; everything an avid explorer needs in the field.

I'm 2,000 light years away from the core, it's my first trip. I was doing fine at 98% hull until I flew while tired, a big mistake. In my everlasting wisdom, I decided to try refueling at a T Tauri star. Before long I fell out of SC and began overheating. 178% heat and dropping, I deploy a heat sink and get out of there. My hull is now at 23%. I'm so close to the galactic core, but I feel I should hightail it back to the nearest dock, 22,982 LY away as fast as possible. Another mistake will cost me 700 systems of data loss. Going back means my trip will not reach its destination.

If the AFMU I carry could actually be useful and repair critical components, I could use it and continue on with a calm mind.

As it stands, they are useless. You can repair all the other modules but once that hull/thrusters reaches 0%, it's all over.

Would a fully functional AFMU be overpowered? Would it make exploration too easy?

Personally I believe that they should be able to FULLY repair the ship, but have severely limited "ammo".
For example, an A2 AFMU should cover a mistake, around 20% hull/etc, while an A6 (millions of CR) should be able to fully repair the ship two or three times.

What are your thoughts?

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TL;DR by Nutter, no one can explain it better and it's the most accurate description of the exploration mechanic I've ever seen.

Overpowered? Don't understand... If it is meant to repair then let it repair, if you need parts, mine the ore and pass it through a 3D printer module (Make your own hull plates or whatever)
<RANT>
Everything in this game is effected by PvP pew pew. If it's not pew pew it goes to the bottom of the pile!

Repairing the hull would be cheating in pew pew so it's nerfed and useless, taking out thrusters in combat is a 'win' so you are not allowed to repair them, same goes for the other pew pew stuff.

What really annoyed me is when they brought in shield potions, that magic your shields back for pew pew - no use to an explorer what so ever! Then loads of missions for pew pew, then loads of mission fixes for pew pew.

Then a 100ly route planner for the milk runners.

If it's Exploring or Mining you want to do, don't hold your breath for tools to do the job.

As for the AFMU in it's current form, its of NO use whatsoever for an explorer. Wastes of space, energy and it adds to your wear and tear bill! - How ironic! </RANT>

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Thank you all for your input! Here is the general consensus so far:

1. Yes, the AFMU should repair critical systems such as the hull and the thrusters.
2. It should not be able to be used in combat, we have shield cells for such matters. (See 3-4)
3. It should take a while to repair the critical modules.
4. To repair modules, hardpoints should be retracted to prevent combat usage.
5. An idea pitched by CMDR Anikaiful was that you should be able to mine "ammo" for the AFMU, making long distance deep space explorations not something limited by how long you can avoid hull damage.

Furthermore, exploration as a whole could use some upgrades.

1. A Sell All button.
2. "Discovered by" tag.
3. Increased profits, I make more trading in a Type 7 than I do actually selling my exploration data.
4. More incentives, missions, etc.
5. Better visuals of astronomical objects, such as pulsars and black holes.
6. Better statistics of objects discovered (eg. Black Holes: 13, Neutron Stars: 5).
7. Route tracer, perhaps exportable to external applications. See your grand tour in a 3D representation.
8. Better route planning that doesn't take minutes to load.
9. Easy way to acquire system coordinates.
10. More exploratory ships, perhaps some limited to advanced explorer ranks such as Ranger.
11. An AFMU that actually repairs the important things.
12. An object scanner loading bar, such as the KWS.
13. Level 2 and 3 detailed scans.

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To the crowd saying that it would remove risk from exploration, how do you envision it to be? Sure, risk should be a large part of trip planning, but I would love to be self sufficient out there and not have to cancel some epic journey because of a cracked canopy. The early world explorers didn't turn back after mast damage, they repaired it. Hole in the hull? They fixed it. Ripped sail? They sewed it back up. I'm not asking for all risk to be taken away, but I am asking for a way to explore the galaxy for extended periods of time. I want to mine asteroid fields to gather materials to repair my hull. There will be dangers; hitting rocks, dropping out of SC too late and making an emergency stop, etc. I want it to feel like a journey, not a test of how long my hull can last before having to dock. We already have the most dangerous profession in the game. Until your hear "Docking successful, engines disengaged" you are in danger of losing everything you've explored. Days, weeks even, can be lost to a single mistake.
 
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A fully functional AFMU... no, it'd not be overpowered - but it should take *time* to fix things, not just a click of a button. And when low in "ammo", you should be able to go mining for various metals required, provided you also haul along a refinery and mining laser - possibly a (yet not existing) mini-factory of sorts. That'd make AFMU much less "god-mode" - hunting for things you need for repairs.
 
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i traveled 52.000 light year to Sagittarius A* and back with near zero damage to my ship... how do people manage to wreck their ships so easily?
 
I don't think it would be overpowering at all, and like the idea of it taking some time and/or being able to replenish the unit by mining along the way. These are things that would make long exploration trips more interesting and certainly give travellers a bit of variety in their activity, "out there".
 
You can't refuel from a T Tauri star.... which obviously doesn't help and is probably why you got so close.... You must have been really tired. I think we need a better repair module for exploration certainly.
 
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i traveled 52.000 light year to Sagittarius A* and back with near zero damage to my ship... how do people manage to wreck their ships so easily?

I have never had surgery, I don't understand why people need hospitals


I like the idea it can slow repair module.
Hull repair might be saved for something else.
 
I don't see any point to the damn thing if it can't actually repair anything important.

Dumb mistakes mostly. Grabbing a drink while refueling, watching movies and slamming a planet, etc. If I was fully paying attention it wouldn't happen!
 
It was a design fault imho.

If shield cells are not overpowered, then a hull repair unit wouldn't be overpowered either.
Actually it could add a bit more depth into PVP/PVE as well if working fast enough we could try to "armor tank" instead of only "shield tank", those ships with small shields and big armor could choose to use the repair tool instead of a shield cell.
 
You can't refuel from a T Tauri star.... which obviously doesn't help and is probably why you got so close.... You must have been really tired. I think we need a better repair module for exploration certainly.

Extremely tired and paying more attention to "Homeland" than the eyesore of a bright star in my face.
 
Dumb mistakes mostly. Grabbing a drink while refueling, watching movies and slamming a planet, etc. If I was fully paying attention it wouldn't happen!
My problem with it is it can't repair the FSD or thrusters. AKA "the things that stop you from self-destructing as long as they're working".
 
My problem with it is it can't repair the FSD or thrusters. AKA "the things that stop you from self-destructing as long as they're working".

Precisely! They get damaged just like the other modules and you can't repair them. A 100% power distributor is useless at 0% hull.
 
I think if it's not instant or a done in 3 seconds it's not op. [I could live with that tbh]
Most people I believe worry about "misusing" it in combat instead of your concern with exploring. Many already hate shield cells for instant heal. But I think that's fine and more "realistic" - pumping new energy into the shields is easier and faster than nanobots repairing physically damaged stuff.
 
A fully functional AFMU... no, it'd not be overpowered - but it should take *time* to fix things, not just a click of a button. And when low in "ammo", you should be able to go mining for various metals required, provided you also haul along a refinery and mining laser - possibly a (yet not existing) mini-factory of sorts. That'd make AFMU much less "god-mode" - hunting for things you need for repairs.

That sounds good and bad at the same time. Exploration is already quite easy and mistakes happen mostly in the same way that people get blown up while docking because they forget to request permission, land on the wrong pad, etc.
If we increase the challange to exploration with having more interesting systems and naturaly phenomenia that can actually damage your ship even with decent piloting than I would be fully agreeing that the repair unit should be able to repair your fully and be refilled by raw materials.

It would make the whole game a lot more interesting. But the current state of exploration is … just a placeholder.
 
I would be fine with a fully functioning AFMU so long as it doesn't work in combat. I voted yes it would be too powerful in the poll because repairs during combat would be over-powered, but allowing the victor of an engagement to right his his/her ship once the fight is over would be great to ward off the "hurry back to get revenge" issues that can happen right now.
 
That sounds good and bad at the same time. Exploration is already quite easy and mistakes happen mostly in the same way that people get blown up while docking because they forget to request permission, land on the wrong pad, etc.
If we increase the challange to exploration with having more interesting systems and naturaly phenomenia that can actually damage your ship even with decent piloting than I would be fully agreeing that the repair unit should be able to repair your fully and be refilled by raw materials.

It would make the whole game a lot more interesting. But the current state of exploration is … just a placeholder.

Indeed .
 
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