FDEV, the amount of optional modules is too damn high!

It's not the amount of optional modules that's the problem. It's how we access stored module that is the issue.
I'm sure I had an engineered power plant somewhere in amongst the 120 other components in this randomly disorganised storage unit. What's needed is a total revamp of the storage system , plus a method to save ship loadouts and be able to change ship configuration with one click
 
Loads of mission running gear should be consolidated. The FSS should incorporate the planetary scanner, all the limpet modules should be combined. Manifest, kill warrant and wake scanners should be combined. Repair limpets should repair modules as well (internally, at the cost of the limpet, but still able to repair in combat, as the limpet does not exit the ship), allowing us to get rid of AFMUs. Passenger cabins should be two kinds, cattle class and luxury and only Saud Kruger should be able to equip luxury. Two kinds of MRP is unnecessary Vehicle hangars should be combined, and you should be able to print either an SRV or a fighter on the fly depending on needs. Oh and diminishing returns on armor and armor resistances, ensuring that it is not beneficial to have an HRP in every slot. If all of that was done, you could reduce the number of optional slots back to how they were and completely eliminate this crazy defense inflation.
 

Lestat

Banned
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.
 
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.

Not sure if you read more than the title. Probably not. :)
 
I think the number of modules is fine. What i'd really like to see is a special split module. It makes no sense, that for example a size 1 docking computer can fully occupy even a size 7 slot. Let's say the split module occupies 1 size, so in a size 3 slot you could fit 1 split module, and two size 1 modules. A size 7 with a split module could hold two size 3, or on size 2 and one size 4, and so on, you got the idea.
 
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....
 
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.


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.
 
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.
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.
 
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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.

But what if you target an active limpet with another limpet? What would each type of type of limpet do?

Would collection limpets try to catch active limpets and drag them back to your ship?
Would analysis limpets try to scan the limpet?
Would assistance limpets try to refuel and/or repair active limpets?

These are the stupid questions that we need the answers to :p
 
It seems we are looking for the same basic gameplay. I want to get there by having faster ship and module transfer times (also not going to travel 150Ly to get a refuel limpet controller) and you want to get there by have a more capable ship (since we can only fly one at a time). The key binding comment is spot on as well, and since we have only two fire group buttons, you have to toggle through things and it gets confusing and tedious after awhile.

A large luxury ship like a Cutter should have the ability to do a lot of things but it seems to only have larger options, not necessarily more options, than a smaller ship. If I want to build an SAR ship (which I did, from an Anaconda), I will routinely find that I am not either finding distress calls or that when I do, I have to defend myself and my loadout for rescue hinders my ability to defend myself.

What I find interesting as well (in a satirical way) is that systems that have an abundance of activity A will not have modules to support activity A. You are required to travel all over the place to outfit for activity A and then return to that system to do that activity. I am not talking about state based activities that change all the time, but in basic economy of the system. If I find a station that has tourism, I likely won't find any passenger cabins there. There are exceptions but the game seems to funnel the player into moving around a lot, then calls it a choice that you do. You're basically put into a box, one side opens and you have the freedom of choice to go in that direction.
 
Protip: EBBD.IO / Stations

Station sells Modules: What module do you want?
Powers: Li Yong-Rui (15% discount on all Outfitting)
Reference System: Where you are now?

Why? The base cost of any ship is how transfer and rebuy cost are calculated, so the cheaper you can get the hull and components the better. Li Yong-Rui also offers 15% off all ships, 5% better than Founders (permit) and stations in Alioth (permit) have the AspX and Orca for even cheaper.

Ohm City in LHS 20 has a staggering selection of ships and modules, while you might have to hunt around a little for Imperial ships. It also has an excellent selection of modules, while anything else you might need is still fairly close, within the Li Yong-Rui influence, and still quite close to engineers.

Is shopping around for bargains a waste of time, or gameplay? That really depends on your perspective but after fully engineering 30 odd ships in the last 51 weeks instead of wasting credits on pew pew rebuys and repairs I now have a fleet of dedicated vessels, parked near the areas they're needed.

The Type 10 makes an excellent miner, with all the new mining tools, scanners, chaff, 4x multicannon turrets with Smart Rounds to augment the lasers on the SLF while not hitting it by accident and the Condor is immensely useful when Void Opal chunks get stuck where limpets crash and die.

A heavily armed and armoured Python then comes in handy if it's parked on standby in a high security system that's relatively safe for the Type 10, so the high value cargo can be delivered to a suitable low security market in a ship that's significantly better at running blockades and evading interdiction.

Sold at the right place, 222 units of Void Opals will fetch around 365 million CR.

(Yeah, it would be nicer IN-GAME but until FDev add that function, EDDB will do)
 
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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.

There more options when playing in a wing, for example using healing beams to assists each other...

And perhaps more to the point, how long should a fight last?
 
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 don't use a docking computer on my mining ship at all... Yes I have a refinery, 4A instead of bigger - that was the trade off decision I made on cargo space vs refinery slots...

You still have not addressed the taking away of the decision making of the ships loadout for the specialised role of the ship that your suggestion removes from the player...

Also of note, when the new extra module space comes out this month (the auto pilot thing), it'll get trashed off my mining vessel and my pulse wave scanner will get thrown into that slot and I will be back up to 192 cargo space... It's the choices we make...

If I wanted a DC and AP, I could have those, at the expense of cargo space or a limpet controller etc, it's that ability to choose our individual loadouts for ourselves that goes towards giving players a sense of agency in the game.
 
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.
 
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.


So what if I want to do an extended mining run by loading up with say 100 limpets in my 160T cargo bay on my python miner or 300 limpets on my T9 miner and go out prospecting for a particular resource? How will that work with your fixed number of limpets? What if all I want to do is a quick run out to get some void opals from a scanned high quantity area so I just want to load up with 30 - 50 limpets and have extra cargo space for the void opals...

What about refitting costs? I land at a planet but only have a few hundred credits and it wants to restock the limpets... etc etc... I see no actual benefit and more taking away of choices we players can make...

Want to go mining but can only afford (space wise or gc wise) a few limpets, well then you have to choose which controller types and the number of total limpets you will take with you, you'll also want to be be more selective on your ship choice and how you load it out to specialise as miner... All these things add decisions for the player to make... Important decisions that let the player feel like their choices matter to them.
 
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