Guardian FSD booster question

Yeah except the Anaconda is an explorer, with lots of slots (and lots of everything else), and it is even more god-like in that role which I think is a terrible outcome. AspX and DBX are super slot constrained when kitted out for long term exploration. Even repair limpets were a no go, now this.
With more than 2x fuel consumption for extra 10Ly (which are what, ~15% for exploration conda?) it will not be worth using for anything but attempts to reach previously unreachable stars, where anaconda as max range ship will be used anyway. For general travel it will, most likely, be slower even with anaconda-s scoop size.

Also, they wanted, most likely, to make loadout choices more interesting and important for explorers, instead of "just put in everything you might theoretically need".
 
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I agree the Corvette is a nice exploration vessel (even with military armor and weapons), it just takes some time to get somewhere. For me 10 ly more jump range wouldn't justify the grind to get the guardian thingies required. Doesn't mean that I think others should get those boosters.

An exploration/expedition corvette with a fighter bay, extra 64 T fuel tank & 6g SRV hanger would be able to hit 40 ly and do 4 jumps if the intended fuel increase is +125% or 7 jumps if it is multiplied by 125% (that's if the hard 8 ton per jump issue was fixed to allow this to work).

I think either outcome would be pretty cool, it would make the Corvette quite a bit better than an unengineered Anaconda and 40 ly is a nice sweet spot for jump range to be in for exploration i.e. not too much that you'll be losing potential data per leg & not to little as in it won't take you forever to get anywhere.
 
Oh noooo... I have to return to HD63154 to get some more of those damned module BPs ? Hmm... more fuel consumption due to that FSD booster, so I can jump further, but not so often ? F*ck that, I guess I'll leave that out, at least for now.
No way I'm going back there in the near future and do that loops over and over again. If I could get those data samples on EU-Q c21-10, maybe I'd do that 10 more times but HD63154 was simply annoying...
 
So it gives you 10ly jump increase but sucks fuel at 125% more.

That is a 25% fuel consumption addition if I'm understanding correctly. Not 125% on top of what the ship already consumes.

It goes in the utility slots, should have gone in the optional internals closer to where the FSD resides. Better, it should be same as an engineer mod and is built into the FSD without taking up anymore room.

Typical, you get raised up by one hand and slapped down by the other.

I'm not grinding for one anytime soon. For the Corvette, they should just up the FSD one grade like they should have done long ago, but we had everybody crying that the Corvette would be too OP.

Is the Corvette too OP with this addition? Lets hear the outcries now.
 
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I really hope current fuel consumption is bugged and it will be lessened to some normal values to make modules actually usefull.

Btw, I am currently at Guardian site and I was making first pass with another CMDR (random in Open) and at the end of the run he didn't get the blueprint - looks only 1 person gets it!
Just another stup... "no fun allowed" decission from FD as party play at Guardian structures is so much more fun from solo grind.

This game is constantly shooting its own foot with "no fun allowed" policy.
 
I wish they had the balls to pick a dev, preferably from game design, sit them in front of the game and have them do that Guardian circus 25 times in a row, and livestream it all. See how they like it and think their time is valued.

It would go like this : collect two, blather about how much fun it is. Open console and add 20. Then say, "see, it doesn't take that long"

XD
 
With more than 2x fuel consumption for extra 10Ly (which are what, ~15% for exploration conda?) it will not be worth using for anything but attempts to reach previously unreachable stars, where anaconda as max range ship will be used anyway. For general travel it will, most likely, be slower even with anaconda-s scoop size.

Also, they wanted, most likely, to make loadout choices more interesting and important for explorers, instead of "just put in everything you might theoretically need".

Agreed... But personally if the idea was to try and allow CMDRs to push jump distances by utilising fuel and modules, then why not - as proposed some time ago - offer fuel banks to store Neutron Star fuel/jumps? So you could store a number of Neutron fuel hits/charges...

An existing mechanic, but with a simple new twist/edge to it... And consider if it was possible to pass (limpet) these charges over to other ships? ie: To offer the Fuel Rats another tool to use too, and/or to promote co-op play? ie: So you charge your fuel up, and then if you fuel limpet another CMDR, they get boosted too.


ps: If we now start getting stuff like Guardian Fuel Scoop boosters and the like... *sigh*
 
My PVE combat Corvette will do 30lyrs with thing! Swap it out for a cargo rack/MRP/HRP when I reach my goal no more complaints about buffing it's range!
The weapons only come in medium.
The power distro is worse than an engineered one except in most cases 4% faster weapons recharge.

To a new(ish) player starting out I would say the Guardian gear is a good unlock instead of going straight for engineers. It gets you some sweet mid-high tier stuff with what seems like a lot less faffing about.
 
This is clearly a special-case module. I can think of a few ships in my fleet that would benefit from one of these. I can think of more than a few that, honestly, the range boost doesn't justify giving up the slot used by other, more role-specific modules.

But this does plan out my next few days activity for me.
 
If this is indeed a bug, I can see this module being very useful if you want to ferry larger ships back and forth between the Pleiades and the bubble. I’d stick one in my Type-9 which will have a fuel scoop anyway and just store it once I arrive.

This would also make other ships like the Type-7, Python, Type-9, Type-10, Cutter, etc. much better at doing exploration than they are now. I can see that kind of variety being good.

This Guardian grind still seems like madness to me however.
 
It is. It is almost devoid of challenge, there is no variation and you have to do it over and over without there being any alternative. Its pretty much the textbook definition of a grind, just like for example unlocking an engineer by flying the same rares-trip over and over.
At least with the rares trip there are alternatives - wait for the system to be in Boom to minimise your trips, do it as part of a rares trade loop and make lots of money while incidentally unlocking the engineer, or team up with friends to load up and do it in a single trip.

Here... no. Exactly one option, exactly one speed.

I don't get it, not happy with the personal narative ?
The thing is, it *almost* works for that
- you've got a bunch of Guardian modules which are relatively niche in terms of when you might want to use them instead of a conventional engineered module.
- you've got a relatively high unlock cost, so you probably wouldn't unlock all of them anyway, and wouldn't have a use for half of them if you did. So you pick one or two which suit your personal requirements and leave it at that. (Decisions! Consequences! Just what players have been asking for!)
- with it being an unlock cost rather than a construction cost, once you've got one you can use it a lot very easily
...so it should encourage people to make more interesting personal niche builds, in a way that engineering could have but didn't.

All it needs ... is for the unlock cost to be long and interesting rather than long and extremely repetitive.

It seems that they tried to design it in such way to reduce jump range gap between explorers and everybody else. In another words - increase jump range for combat/trade/etc ships without increasing it for explorers. And IMO it is generally a good idea. And the fact that module is not another "must have" one, but has its pros and cons instead, is good to.
Another nice feature - it increases jump range for deep space exploration, but the fuel cost means it doesn't just give a blanket decrease to general travel time. So it starts to provide a way to reach some otherwise "wasted" stars in deep space, without making "Sol->Sag A* in 30 minutes" a thing.
 
Another nice feature - it increases jump range for deep space exploration, but the fuel cost means it doesn't just give a blanket decrease to general travel time. So it starts to provide a way to reach some otherwise "wasted" stars in deep space, without making "Sol->Sag A* in 30 minutes" a thing.

Fair enough - But it needs to be a (new) module hidden behind yet more new materials and therefore a new grind wall because?

Why not just a standard module bought with "traditional" (already existing) materials?


This doesn't add any new gameplay as such. Nothing more just the ability to vary jump distance combined with fuel usage. Yet it's hidden behind a grind wall of specific new materials and specific new grind at specific new location? Fun? Challenging? Engaging?

When does my supposed personal narative become interesting via the Tech Broker?
 
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I am 99% sure that +105% fuel cost for +2 LYR is a mistake. Most likely +5% for +2 LYR.

5/10/15/20/25 feels much more natural than 105/110/115/120/125
 
I am 99% sure that +105% fuel cost for +2 LYR is a mistake. Most likely +5% for +2 LYR.

5/10/15/20/25 feels much more natural than 105/110/115/120/125

QA Mitch said they were looking into it, but I haven't seen any confirmation from FD either way saying "Yeah this is a bug our bad" or "This is working as intended".
 
Noooooo! I was hoping this would be in a utility slot. My main Exploration ship is a 64 LY range DBX but all my optional internals are taken up with essential modules. Guess I'll have to ditch the AFMU or shields.
 
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