People are gonna complain if the game is given to them for free.
Arm chair quarter backs.
Arm chair quarter backs.
This game is not Skyrim where you are an Avatar that can hold 30 armours and 30 weapons at the same time before slowing down. While a normal human could hold one or two amours and maybe a few weapons. This game is about choices and sacrifice. Larger ships you can hold more. But not all. It about choices.
I see you haven't used ED's material gathering and synthesis yet....This game is not Skyrim where you are an Avatar that can hold 30 armours and 30 weapons at the same time before slowing down. While a normal human could hold one or two amours and maybe a few weapons. This game is about choices and sacrifice. Larger ships you can hold more. But not all. It about choices.
Yes, I do. But these options are more like a help on/off that should be able to be changed on the fly without going to outfitting.
Would you like a module to turn orbital lines on/off?
EDIT: To clarify: Having these options in the menu allows you to switch them on/off without going to outfitting and while out in space. Meaning, there is more Quality of Life having them not as a module.
How does using a docking computer help you specialising your ship?Why? That takes away the actual specialising of our ships and the sacrifices we have to make to fit out for our ships desired role...
I want a dedicated mining ship, first criteria, it has to have at least 5 hardpoints so I can mount all the mining 'tools' on it. I then have to decide do I really want that chaff, shield booster, ecm system or anti missile turret or do I want to installe a pulse wave device and sacrifice one of those other items?
How many collector controllers what size / type do I want to use - I have to balance that with the cargo space as well as what type and size prospecting controller do I want to use or is available to buy at my station etc. you would be taking away these decisions and hard choices that should need to be made when specialising a ship.
If suddenly someone needs fuel and I don't have a fuel transfer controller, it's not my problem... If I want to build a ship that is a support role help everyone type of ship then you need to select the ship type and load out accordingly...
In the above example - I do actually use a python in game for mining, it fills the requirements while allowing me to still have 160T cargo capacity with the new modules but it is no longer 'armed' compared to how it was when we only needed mining lasers... It also dropped from 192T capacity to 160T capacity after I tried it with only one collector controller instead of the 2 I originally had and decided I would prefer lower cargo space and keep the 2 collector controllers for increased mining speed, same for the mining lasers, i went from 2 down to 1, then back up to 2 and got rid of my weapons because I wanted to use the new mining tools as well as retain my raw mining speed on asteroids.
So to merge the items as mentioned in the OP, would take away a lot of the actual need to make those choices and that to me takes away a lot from us as players.
There are a few cases where limpets can't just be target-context sensitive, because you target the same thing (or the same nothing) with them, but want a different result. There's also a difference in behaviour between prospectors and all the other types for "what happens if you try to fire one when the controller is maxed out already" - prospectors self-destruct the oldest to make room, while the rest just refuse to fire, which would be difficult to unify on one controller.
But I do fully agree with reducing the number of distinct limpet types by using context sensitivity. The scheme I've suggested before is:
Type 1: collection
- target a cargo pod or material, acts as collector
- target a ship, acts as hatchbreaker
- target an alien, acts as research
- target nothing, acts as collector in bulk mode
Type 2: analysis
- target nothing, acts as prospector
- target a structure, acts as recon (slight behaviour change: these would now expire like prospectors if you fired too many)
Type 3: assistance
- target a ship on emergency life support or reserve tank only: acts as fuel
- target a ship with more fuel than that but some hull damage: acts as repair
- target a ship with no hull damage: acts as fuel
In general most ships wouldn't need to carry all three types anyway, but with the new optional slot everyone should have space for two types if they want to be flexible.
No, there are wing fights.If you limit to 1HRP per ship wing fights won't last nearly long enough as they should. If you want to "help" the answer is already in engineering. FD aren't stupid, we arrived at current situation because it's satisfactory to a wide cross-section of players, not just those who want to "help". Think about the others too, not just yourself.
QUACK!Best toss everything and stack up on HRPs, because I'm going to blow up all you whining noobs.
No I'm not drunk, just tired.
How does using a docking computer help you specialising your ship?
And even with the merged limpet controllers you'd still need a refinery, the controller, cargo racks and mining equipment so your ship wouldn't suddenly become a passenger ship.
I would like to see limpet bays for the module slots which would function like shield cell Banks. The bigger the size and the higher the rating, the more limpets it holds and the more it can control simultaneously. Module size = more limpets, module rating = more limpets operating simultaneously.