While FSD boosters are temporary removed from game for revision/fix I suggest some (relatively easy to implement) changes.
Because when these modules will be released in their final version it will be too late to change anything.
Reasons for these proposals:
Many players (me included) waited for “exploration specific” utility modules for a very long time. When FSD boosters were revealed almost everyone thought they are utility, not optional internals.
It was actually quite surprising when it turned out they use internal slots.
It also introduces some balancing problems (for example making recently very well balanced Diamondback-X inferior exploration vessel again).
Changing boosters to utility will finally allow using utility slots on pure exploration builds for something other than heatsinks. It will also introduce choice between jump range or shield strength for trading/multipurpose ships.
Fuel consumption is self-explanatory. It feels like leading “1” is a mistake, and values up to +25% originally intended. At least 5%-25% (1/5 incerement) fuel increase for 2-10 (again 1/5 incerement) Ly range looks much more logical than almost identical fuel usage for any booster.
Implementation difficulties:
Current implementation is quite easy to convert to utility slots due to (accidental?) number of different modules. Instead of size 1A-5A it is possible to make them 0E-0A (like shield boosters or KWS). Keep all other stats unchanged (except for fuel penalty as suggested above).
For module visuals (utility modules are visible, unlike internal) it is possible to re-use one of existing models as a placeholder (it was already done before) until unique model will be made.
Problems with small number CMDRs who already unlocked and purchased these modules are solvable with module price refund (allowing them to buy new module instead). No need to reset unlocks.
It even easier because no one able to actually use them due to a bug, thus no builds relying on these modules.
Balance impact:
Most obvious will be effect on exploration ships, especially those with limited internal module slots. It will also give CMDRs a reason to use more than one utility slot on purely-exploration build.
Traders will benefit from this change almost as much as explorers will. Allowing them to increase jump range without sacrificing cargo space. And significant decrease in shield strength or lack of chaff/point defense will be good enough balancing factor.
For specialized combat ships (except “big 3”, the only combat ships capable of sacrificing size 5 internal without crippling their combat capabilities) effect will be minimal.
Both internal slots and utility mounts are very important for combat performance, and most builds probably not sacrifice them for increased jump range.
Because when these modules will be released in their final version it will be too late to change anything.
- Make them utility modules instead of optional-internal.
- Change fuel consumption from up to +125% to up to +25%.
Reasons for these proposals:
Many players (me included) waited for “exploration specific” utility modules for a very long time. When FSD boosters were revealed almost everyone thought they are utility, not optional internals.
It was actually quite surprising when it turned out they use internal slots.
It also introduces some balancing problems (for example making recently very well balanced Diamondback-X inferior exploration vessel again).
Changing boosters to utility will finally allow using utility slots on pure exploration builds for something other than heatsinks. It will also introduce choice between jump range or shield strength for trading/multipurpose ships.
Fuel consumption is self-explanatory. It feels like leading “1” is a mistake, and values up to +25% originally intended. At least 5%-25% (1/5 incerement) fuel increase for 2-10 (again 1/5 incerement) Ly range looks much more logical than almost identical fuel usage for any booster.
Implementation difficulties:
Current implementation is quite easy to convert to utility slots due to (accidental?) number of different modules. Instead of size 1A-5A it is possible to make them 0E-0A (like shield boosters or KWS). Keep all other stats unchanged (except for fuel penalty as suggested above).
For module visuals (utility modules are visible, unlike internal) it is possible to re-use one of existing models as a placeholder (it was already done before) until unique model will be made.
Problems with small number CMDRs who already unlocked and purchased these modules are solvable with module price refund (allowing them to buy new module instead). No need to reset unlocks.
It even easier because no one able to actually use them due to a bug, thus no builds relying on these modules.
Balance impact:
Most obvious will be effect on exploration ships, especially those with limited internal module slots. It will also give CMDRs a reason to use more than one utility slot on purely-exploration build.
Traders will benefit from this change almost as much as explorers will. Allowing them to increase jump range without sacrificing cargo space. And significant decrease in shield strength or lack of chaff/point defense will be good enough balancing factor.
For specialized combat ships (except “big 3”, the only combat ships capable of sacrificing size 5 internal without crippling their combat capabilities) effect will be minimal.
Both internal slots and utility mounts are very important for combat performance, and most builds probably not sacrifice them for increased jump range.