Disposable Forklifts

Some more good reasons for semi-permanent/permanent limpets

1. For strip mining in a large ship you could be hauling 100+ limpets seriously impacting jump range.

2. If each controller (as suggested) had 1, 3 or 5 limpets internally (no additional cargo space required) it would allow small ships to become worthwhile miners.

3. Recoverable prospectors would be great currently losing one per roid limits your mining expedition significantly.

4. Higher class controllers could either have more limpets or better range(and speed?), essentially more limpets for strip mining better range for DC mining.

5. The infinite probe and the printable SLF (hugely more complex than a limpet) make limpets a little ridiculous TBH
 
I don't see them as 'disposable' so much, as 'consumables' ..

Would rather see fighter printing done away with than limpet nerfing, I like the current implementation just fine. How many limpets to carry is a strategic choice imo.
 
An extension of that would be a manned (/remote controlled) Ship Launched Collector.

Interesting concept perhaps a modified fighter hull for scooping up frags, it'd be really useful for DC mining as "inside" the roid kills off limpets and even medium ships can find it tight.

Also be interesting to place the seismic charges with a fighter/miner or land it on the roid for subsurface drilling.
 
I don't see them as 'disposable' so much, as 'consumables' ..

Would rather see fighter printing done away with than limpet nerfing, I like the current implementation just fine. How many limpets to carry is a strategic choice imo.

The proposal would actually buff limpets, not nerf them.

PS
To clarify: If you currently have a 5A limpet controller you can only launch 3 collector limpets, despite having 200 in your cargo hold. Under the proposed system you would still have 3 collector limpets but you would no longer need the 200 in your cargo hold...
 
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I don't see them as 'disposable' so much, as 'consumables' ..

Then our SLFs and SRVs should be consumable as well. Heck, my MCs should be consumable, because they get more wear and tear than most of my limpets.

Needless to say, I disagree with you.

The only consumable things that have the high level of technology of a limpet drone are missiles and torpedoes, because they are designed to explode.

Even in 2018, space organizations are working extra hard to make what used to be "consumable" now reusable - Elon Musk's ultra-cool rocket boosters comes to mind.

So needless to say twice now, I disagree with you.
 
Then our SLFs and SRVs should be consumable as well. Heck, my MCs should be consumable, because they get more wear and tear than most of my limpets.

Needless to say, I disagree with you.

The only consumable things that have the high level of technology of a limpet drone are missiles and torpedoes, because they are designed to explode.

Even in 2018, space organizations are working extra hard to make what used to be "consumable" now reusable - Elon Musk's ultra-cool rocket boosters comes to mind.

So needless to say twice now, I disagree with you.

The current implementation is neither realistic nor does it offer good gameplay in my opinion. Needless to say, I fully agree with you.
 
Imagine a warehouse that threw away its forklifts after loading and unloading the trucks for the day. Insane, right? Yet this is exactly what we do in Elite Dangerous. I know I'm beating a dead limpet, but we really need:

PERMANENT LIMPETS

The limpets remind me of very expensive, automated forklifts, and we should not be throwing them away. I've looked at them up close, these are way more than just disposable beer cans! Our limpet "controllers" should actually be "limpet hangars", with the size slot determining how many limpets we get. A size 3 slot holds 3 limpets, a size 5 slot holds 5, etc. This would make limpets like the SRV or SLF. Give them a similar UI interface so we can retrieve them when done, and perhaps give them different tasks - for example, target a specific material to gather or an asteroid to prospect. For the sake of gameplay, make them indestructible (Nav Beacon metal), however you could make it so they can be accidentally abandoned, thus lost if you're not careful and requiring replacement.

I bring this up as someone who wanted to do deep space (Bubble > 1KLY) mining but decided against it because of the current situation with limpets. Add the fact that the current system is pure nonsense logic (see first sentence), topped with the reality that Frontier realized that infinite probes made for the best gameplay, and you'll see my proposal is just plain common sense (and not a new idea).

Now if you'll excuse me, I need to throw away this laptop because it has served its one-time purpose. Thankfully I have 100 more in my closet in case anyone wishes to engage in dialog. Doesn't leave much room for clothes, however....

New! From Old Duck Spaceways...

PERMALIMP

Add this to your ship and some of your problems will magically go away overnight...
 
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The current implementation is neither realistic nor does it offer good gameplay in my opinion. Needless to say, I fully agree with you.

And like you, I find it limiting enough that I'm just not bothering to pursue certain gameplay paths, like deep-space mining, because of the current system. People using a medium or large dedicated mining ship in the Bubble, or using one of the "big three" to collect materials in a HAZRES (I've done both), they probably don't see the current system as a "big deal", but there's so much more we could do with a very minor change to the system. And unlike changes to exploration and mining, this would be relatively simple for Frontier to implement, the most complicated part being a new UI menu similar to the current "issue commands" menu we have for the SLF.

And most importantly, I highly doubt we would have a 200 page thread demanding "Bring back disposable limpets!" (cough ADS cough) if this change were implemented. This idea is not going to ruin anybody's current gameplay.
 
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And like you, I find it limiting enough that I'm just not bothering to pursue certain gameplay paths, like deep-space mining, because of the current system. People using a medium or large dedicated mining ship in the Bubble, or using one of the "big three" to collect materials in a HAZRES (I've done both), they probably don't see the current system as a "big deal", but there's so much more we could do with a very minor change to the system. And unlike changes to exploration and mining, this would be relatively simple for Frontier to implement, the most complicated part being a new UI menu similar to the current "issue commands" menu we have for the SLF.

And most importantly, I highly doubt we would have a 200 page thread demanding "Bring back disposable limpets!" (cough ADS cough) if this change were implemented. This idea is not going to ruin anybody's current gameplay.

Apart from that, their suicidal behaviour makes them a PITA when you are blowing up asteroids. They usually kill themselves before they even start collecting chunks. Even when I stay stationary.
 

Deleted member 38366

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Yeah, even with their new Software trying to guide them around Asteroid pieces from Core Mining... the suicide ratio is still frightening.
(the typical "stuck inside the Asteroid" fragment arguably doesn't help)

I have to say though, Limpets are cheap and plentiful.

But I guess some Medium Miners specialized in Core Mining might run into Limpet issues these days.
I'm only using Large Ships (mainly due to number of Hardpoints, just so I can retain at least a few Weapons), so spamming a few more suicide Limpets isn't an issue for me personally.
 
Limpets should be like SLF's Your module size determines how many you can carry, and how many can be "printed" like SLF's.. Limpets should NEVER self destruct, but re-dock, re-fuel and continue with collecting materials. Limpets can be destroyed, but should be more armoured to take more damage, as limpets right now are too weak to raid huge ships as any stray enemy fire will destroy them too easily.

Wasting 100 tons of space just to load 100 limpets that supposedly weigh one ton each has always grinded my gears..

Also, as others mentioned, there should be ONE type of limpet controller, that can program a limpet to complete a specific task (hatch break, collect cargo etc..) and if you want to re-program it, then it needs to re-dock.

This just makes so much more sense to me, and opens up a lot more possibilities and allow ships to be truly multirole.. One minute you are mining in an asteroid ring collecting mats, then next minute you could get a distress call, and help refuel and repair a stranded ship..
 
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Limpets should be like SLF's Your module size determines how many you can carry, and how many can be "printed" like SLF's.. Limpets should NEVER self destruct, but re-dock, re-fuel and continue with collecting materials. Limpets can be destroyed, but should be more armoured to take more damage, as limpets right now are too weak to raid huge ships as any stray enemy fire will destroy them too easily.

Wasting 100 tons of space just to load 100 limpets that supposedly weigh one ton each has always grinded my gears..

Also, as others mentioned, there should be ONE type of limpet controller, that can program a limpet to complete a specific task (hatch break, collect cargo etc..) and if you want to re-program it, then it needs to re-dock.

This just makes so much more sense to me, and opens up a lot more possibilities and allow ships to be truly multirole.. One minute you are mining in an asteroid ring collecting mats, then next minute you could get a distress call, and help refuel and repair a stranded ship..

It would really add to gameplay. Some people might argue it takes choice away, but for me it actually adds choice...
 
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Also, as others mentioned, there should be ONE type of limpet controller, that can program a limpet to complete a specific task (hatch break, collect cargo etc..) and if you want to re-program it, then it needs to re-dock.

While not in my original request, I do agree with this. It would simplify the interface considerably, since right now each limpet needs its own trigger, thus making for some insane fire group configurations, especially when you add in all these new scanners.

I honestly believe if the developers had known there would be so many types of limpets when they introduced those first ones, they would have made a universal limpet controller from the get-go.
 
I wholly agree with OP and a bunch of other people in this thread. Limpets are currently a mess of poor game mechanics, bad logic and nonsensical lore.

Rep to a number of you!
 
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