Secondary Power Plant

:D

Could just make an engineering mod for repair limpet controller module, where you trade weight and power consumption for ability to repair power plant.

Science behind it is repair limpets now carry a battery pack and programming unit that allows it to repair ship without generator on.
Good idea :), although with a tweak, limpets already have their own power source to get around, it would be the controller module that would need a battery pack.
...... although on further thinking, could limpets repair the PP seeing as it's inside the ship?
 
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< 49. At the time i was playing the very first Elite on a C64 i was 18. ^^

Lot of Space Cowboys here. [big grin]

...... although on further thinking, could limpets repair the PP seeing as it's inside the ship?

Yep, regarding logic i think the Limpet can reach only hull and canopy. The PP is a inside-device, so it's the job of a AFMU.
 
Could just make an engineering mod for repair limpet controller module, where you trade weight and power consumption for ability to repair power plant.

Science behind it is repair limpets now carry a battery back and programming unit that allows it to repair ship without generator on.

I'm not a fan of adding a limpet controller to my ship. As it stands that would take up space for the cargo hold that I'm currently running with. I might not be able to save many occupied cargo pods, but it's better than not saving any at all.

Oh and 53 here... @Assimilator1 was born the year of the first man stepping foot on the Moon. I got to see it with my mother.
 
Not unless they visited us in Woking hospital ;).

I'm not a fan of adding a limpet controller to my ship. As it stands that would take up space for the cargo hold that I'm currently running with. I might not be able to save many occupied cargo pods, but it's better than not saving any at all.

Oh and 53 here... @Assimilator1 was born the year of the first man stepping foot on the Moon. I got to see it with my mother.

Cool! I would've loved to have seen that on the day too, you were lucky to see it :).
Apollo 12 was nearer my birthday though.

Re limpets, yeah that too, anyway it's a non starter as limpets can't repair internal damage.
 
I am seeing this idea as a drunk trying to fly a ship. Like a drunk driver trying to drive a car today. Only if it had this or that so I can live. This idea not needed a little common sense can go a long way. If all else fails you can use system repair unit to repair the power unit to 1%.

Common sense is a skill. Laziness or being drunk is not a skill.
 
Secondary Power Plant on Optional Internal.

From Ian Doncaster idea on my Rebalance Shield Tank : Secondary Power Plant needed idea thread.



Indeed this is a nice idea as it would allow Explorers to repair their main Power Plant.

This could even be used in combat, even if really an exceptional strategy. If your power plant is taking down a secondary one could start to load just after that, allowing you to get away.

We could have all available Power Plant class available so that explorers can just take the smallest lightest one just to give supply energy to minimum requiered on the ship and AFMU to repair main Power Plant.

What do you think about it guys ?

I like the idea of being able to repair the power plant somehow, but perhaps making it only possible if you landed on a planet? That way you can scavenge for materials you need
 
I am seeing this idea as a drunk trying to fly a ship. Like a drunk driver trying to drive a car today. Only if it had this or that so I can live. This idea is not needed, a little common sense can go a long way. If all else fails you can use system repair unit to repair the power unit to 1%.

Common sense is a skill. Laziness or being drunk is not a skill.

You seem to be forgetting something, even the most skilled & careful pilots will make mistakes occasionally, human error is always a possibility. It's not about laziness!:rolleyes:

And repairing the PP to 1% isn't enough, at what level is power generation at that health level? I bet it's a long way down from 100%, so we wouldn't be able to use some modules.

Btw, incase you're replying to just the op & you haven't read the rest of the thread, I'm not asking for a 2nd PP but a back up battery, just enough power to run the AMFU so it can repair a damaged PP to 100%.
Also, Drakkath's excellent idea is to enable the power stored in the Distributor to be fed back into systems, again to allow the AMFU to repair the PP.

It makes sense to be able to fully repair the PP, especially when you're 1000s of LYs away from any stations where limping home on a 1% PP may not really be an option (depending on how much spare power capacity you had in the 1st place).
Also, the PP is now (I think! lol) the only module that can't be repaired (bar the 1% reboot option).
 
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That make exploration have no risk if Everything can be fixed.

Hahahahaha.....

You've never gone exploring have you? Being able to fix the ship doesnt' make exploration have no risk. There is still plenty of risk, crashing into a planetary surface and exploding, crashing into a star and exploding, overheating and exploding and oh yeah, running into Thargoids and exploding.

trust me there is plenty of risk out there, limiting the players ability to put down and repair their ships and magically make certain modules unfixable does not make exploration more fun.

Did Scotty need to bring the Enterprise back in everytime he needed to fix the warp core? No, he used the parts he had, and even craft the parts he didnt have with what he could find and fixed the warp core.

Only after the end of the 5 year mission did they come back in for refit.

In short explorers should be able to set down on a planet and provided they have the supplies, be able to fix everything on their space craft, that way you can have multi month, perhaps multi year expeditions with certain CMDRs.
 
That make exploration have no risk if Everything can be fixed.

Your logic is only valid if the player is flying an Anaconda. Otherwise, it is a matter of choosing between repair modules and other things because the ships that weren't made as end game objectives don't have the facility to do this and be effective explorers.

If you base the logic of decisions only on end stage game play, you are discriminating against everyone that is not at that level.
 
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