Combine a few modules, as more get added.

Multirole Cargo room:
Simply a cross between an economy passenger bay, and a cargo rack. Size 5 or 6 only, with the cargo capacity of a size 5 or 6 rack, and 20/40 tons of weight BEFORE cargo. As normal cargo racks are weightless, this is a drawback, and passenger drawback could be a few less slots (14/30?). It's basically a cargo room with folding partitions for hammocks, or something.

Scanning Computer:
Size 3. DSS+Adv. Disco Scanner. Weight of both plus perhaps a bit more? Uses DSS engineering. This probably frees up a slot for medium or larger ships, as they have to mount size 1 scanning stuff in class 2, 3 or even class 4 slots. Because putting size 1 stuff in a 3 or 4 slot is silly.

Computer Units:
Not 100% sure on this, but some sort of "Auxiliary Computer" with slots. DSS, Scanner, Docking Computer, and other modifications are all possible things. Either a module in its own right, or a subsection to plug addons into the ship computer. Because putting size 1 stuff in a 3 or 4 slot is still silly. Or this: https://forums.frontier.co.uk/showthread.php/371530-New-Module-Section-Ship-Computer

Multirole Limpet Launchers:
Make one-type limpets lighter across the board, and put in multi-setting launchers that take a bit more power. Because people would REALLY want a repair/refuel launcher in an AspX or DBX, and with a size 3 DSS/Disco and a multirole size 1 limpet, that would actually be possible. And/or have multirole limpets be one size bigger than the one-role limpets, so a 1-limpet launcher would be size 2 instead of just size 1.



The fact that these might affect combat balance AT ALL, is indicative of combat balance being broken. There should be a severe cap on reinforcements, so that having more utility slots doesn't help tank. But a ship that stacks bulkheads wouldn't have these things anyway.
 
I'm not so sure about the multirole cargo room, but the others I like.

Especially multirole limpet launchers, even if it was just the larger sized limpet controllers. Limpet controllers are ridiculous the way they scale, particularly collector limpet controllers. For each extra limpet controlled, they increase in size by 4 times. To control one limpet takes 2 tons of space, but to control 4 limpets takes 128 tons of space. Just what is all that extra space doing?
 
I always thought the DSS should be an upgrade to the Discovery Scanner. So you'd have:

-Basic Discovery Scanner (it's normal cost)
-Basic Discovery Scanner w/ Surface Scan (BDS + DSS cost)
-Intermediate Discovery Scanner (it's normal cost)
-Intermediate Discovery Scanner w/ Surface Scan (IDS + DSS cost)
-Advance Discovery Scanner (it's normal cost)
-Advance Discovery Scanner w/ Surface Scan (ADS + DSS cost)

Just a regular class 1 module, but with an additional function you pay extra for.
 
Multirole Cargo room:
Simply a cross between an economy passenger bay, and a cargo rack. Size 5 or 6 only, with the cargo capacity of a size 5 or 6 rack, and 20/40 tons of weight BEFORE cargo. As normal cargo racks are weightless, this is a drawback, and passenger drawback could be a few less slots (14/30?). It's basically a cargo room with folding partitions for hammocks, or something.

Scanning Computer:
Size 3. DSS+Adv. Disco Scanner. Weight of both plus perhaps a bit more? Uses DSS engineering. This probably frees up a slot for medium or larger ships, as they have to mount size 1 scanning stuff in class 2, 3 or even class 4 slots. Because putting size 1 stuff in a 3 or 4 slot is silly.

Computer Units:
Not 100% sure on this, but some sort of "Auxiliary Computer" with slots. DSS, Scanner, Docking Computer, and other modifications are all possible things. Either a module in its own right, or a subsection to plug addons into the ship computer. Because putting size 1 stuff in a 3 or 4 slot is still silly. Or this: https://forums.frontier.co.uk/showthread.php/371530-New-Module-Section-Ship-Computer

Multirole Limpet Launchers:
Make one-type limpets lighter across the board, and put in multi-setting launchers that take a bit more power. Because people would REALLY want a repair/refuel launcher in an AspX or DBX, and with a size 3 DSS/Disco and a multirole size 1 limpet, that would actually be possible. And/or have multirole limpets be one size bigger than the one-role limpets, so a 1-limpet launcher would be size 2 instead of just size 1.



The fact that these might affect combat balance AT ALL, is indicative of combat balance being broken. There should be a severe cap on reinforcements, so that having more utility slots doesn't help tank. But a ship that stacks bulkheads wouldn't have these things anyway.

Dare I say that my hope is that, as it currently is with module armour & combat specific vessels, we may see other ships (like the DBS, DBX & AspX & AspS) get additional module slots for modules specific to their supposed role.
 
I always thought the DSS should be an upgrade to the Discovery Scanner. So you'd have:

-Basic Discovery Scanner (it's normal cost)
-Basic Discovery Scanner w/ Surface Scan (BDS + DSS cost)
-Intermediate Discovery Scanner (it's normal cost)
-Intermediate Discovery Scanner w/ Surface Scan (IDS + DSS cost)
-Advance Discovery Scanner (it's normal cost)
-Advance Discovery Scanner w/ Surface Scan (ADS + DSS cost)

Just a regular class 1 module, but with an additional function you pay extra for.

About the time 2.2 dropped, I suggested that Discovery Scanners should be rated E through A......like other modules......with each step up in rating improving things like 1) Passive & Active Scan Range, 2) Passive and Active Scan Times, 3) Passive & Active Scan Resolution (i.e. how small an object can be-at a given distance-before it can be scanned), & 4) Active & Passive Scan Angle. With the added element that B & A Rated Discovery Scanners would have built-in Detailed Surface Scan capability. DSS's could still be bought as separate modules, but you wouldn't need one if you had a high enough rated Discovery Scanner.

Of course, all this could become redundant depending on what route the Devs take regarding changes/improvements to Exploration Game-play mechanics.
 
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