Modules that dont exist but wish that they did.

Comms jammer: this can delay the the security response times. The better the jammer, then longer you get. This will be a great bonus for pirates.

Saying that I won't ever use it as I don't pirate at the moment. Just thought it would be a nice module for the scurvy pirates out there.

Great idea!

What's about a fuel discharger? Dumping XX tons of fuel would be great for explorers on the edge. It's annoying to jump back and for or to wait for consumption until you reach your max possible range.
 
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Module "Racks" that allow you to install multiple single space modules in a larger module space. Such as putting 2 limpet controllers in a 3 space module slot.

FDev said they're already looking into something like this, at least for limpet controllers, so your dream module is already being planed. ^.^

Gotta go with the classic combined ADS/DSS here :)

I like this idea, but also how about one that's on the OUTSIDE of the ship, on a utility mount, like EVERY other scanner type (manifest, wake, kill warrant)?

Conversely, I'd like to see shield boosters made internal, in maybe classes 1-4, so you can fit them to the smaller slots and not waste a whole class 3 or 4 slot on a single booster. Also would make engineering them easier, a single go on a single class 4 booster instead of four little ones. (And yes, there probably should be a maximum allowed, maybe 2 class 4 or any combination totaling the current max possible of 8.)

6) a module with a big red button on it, labelled "DO NOT PRESS"

Actually, a big red button for the dash that says "DO NOT PRESS" shouldn't be too hard to add. :-D

Already present in the Dropship and Gunship. :)

Indeed.

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Nuclear bombs? Do you realize how overkill and dangerous those might be? No chance they'd be sold to commanders or any civil.

Of course the red trigger is NOT in the player's hands. It gets ARMED only when deployed in the right spot and it gets triggered only when the player is far enough.

PLUS- the targets wouldn't be civilian but rather Secret Black OPS Research Stations.

Well, I guess you never played Frontier II or Elite III: First Encounter....
 
A some nice suggestions here on this thread.
I will add:

Cloaking device ( like on the Constrictor )
Extra Energy Unit ( from first Elite )
Plasma Beams ( from Elite II includes turrets )
Energy Bomb!
SRv Hot Drop/Pickup winch and grapple.
Ships Magazine ( Ammo ).
 
Module "Racks" that allow you to install multiple single space modules in a larger module space. Such as putting 2 limpet controllers in a 3 space module slot.

this. it's quite annoying havign to waste an entire clas size for class 1 scanners in a ship not havign class 1 internals.
And since we have "subslots" with the fighters and vehicles, this should definately be possible.
I really want a detailed surace scanner and advanced discovery scanner in my class 2 slots on ships not having a class 1.
 
Whoever said tractor beams, Elite tries to be somewhat hard sci-fi, so unlikely. But what about...

Tow Cable: Stick it on a disabled ship (or mostly-intact wreck) and haul it back for rewards from its owner or the insurance company that now owns it, for salvage rights in some cases, which might get you a free module (randomly determined), or in rare cases, a repairable hull (that requires an extensive rebuild almost as expensive as buying a new ship.)

Other fun uses would also abound. Imperial Eagle annoying your Type 10? Use your superior mass to your advantage! Stick a tow cable on it and simply drag it behind you so that your wingmen / fighters can dispatch it with ease. Prank your friends by picking up and hauling their SRV into orbit.

Towing any ship/object would count its mass against your thrusters & FSD (good luck jumping a Cutter back from the Pleiades with anything smaller than a Type-9), for computing speed and jump ranges. Towed object does not have brakes. Do not make sudden stops. Plan accordingly.

Multiscanner: Acts as both a system scanner and planetary detail scanner. Takes up 3 spaces, because you have to pay for the convenience with bulk.

Hacking Limpet: Initiates a reboot/repair sequence on the ship it attaches to. Probably OP, and might need to be failure-prone or have other measures taken to balance it. May take an ungodly amount of time to "program" before launch.

Smoke Bomb Dispenser: Disperses particulate matter that interferes with sensors, making it impossible to get a sensor or weapons lock on whatever is on the other side of the cloud. Griefer or one of those ubiquitous NPC Condas interdicts your freighter again? Smoke bomb! Ninja vanish!

As for the other ideas...

The "slot splitter" would probably work best if 1 out of every 3 "spaces" was wasted by the rack itself... so a size 3 would only be able to fit 2 size-1 modules, and a size 6 would be able to fit 4 size-1s, 2 size-2s, or any combination that added up to 4. Makes it a bit of a tradeoff that way.
 
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-Scan resistant or camouflaging cargo racks. Holds 75% (or whatever) what a normal rack would and takes longer to scan or scan will reveal "oatmeal cookies".

-Escape pods for NPC crew.

-EVA locker.

-Geology, chemistry etc. science labs.

all I can come up with right now.
 
The module I've been asking for some time now:


  • Neutron Battery – New utility slot module, can store one (or more) charge of a neutron jump for the FSD, to be activated by the pilot at their discretion. This could allow explorers to potentially use neutron stars to jump into very remote systems which would normally strand the ship with no way to return. Filling the battery takes longer than normal FSD charging though, thus more time spent fighting the jets and much greater damage done to the ship. Plus activating a neutron battery can potentially overload systems and cause additional random module damage.
 
Of course the red trigger is NOT in the player's hands. It gets ARMED only when deployed in the right spot and it gets triggered only when the player is far enough.

PLUS- the targets wouldn't be civilian but rather Secret Black OPS Research Stations.

Well, I guess you never played Frontier II or Elite III: First Encounter....

No I didn't. Either way, it seems to be far too ridiculous to enable them. Just imagine how that would essentially nullify current BGS as you might as well find a mission to target Stations.
 
No I didn't. Either way, it seems to be far too ridiculous to enable them. Just imagine how that would essentially nullify current BGS as you might as well find a mission to target Stations.

Come on, man. It's a fun little thread where we don't have to engage in the usual, boring adult discussion of balance, exploits, moral superiority etc.
Let it be as ridiculous as it can be - it's not like Frontier's gonna introduce every idea in this thread into the game ;)

PS: I would like a rainbow thruster smoke. Theoretically far from module, but then again engine color is listed in RHD modules panel so why not :p
 
Come on, man. It's a fun little thread where we don't have to engage in the usual, boring adult discussion of balance, exploits, moral superiority etc.
Let it be as ridiculous as it can be - it's not like Frontier's gonna introduce every idea in this thread into the game ;)

PS: I would like a rainbow thruster smoke. Theoretically far from module, but then again engine color is listed in RHD modules panel so why not :p

Not my cup of tea.

It worked pretty well in the past- you should try them...

Because it worked in other games doesn't mean it will in the current ED.
 
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