Multi-Function & Universal Limpet Controllers

Well, if they're the same, you can bind them all to the same trigger and have them fire limpets in succession.



IF they're to fire different type of limpets, it does make sense to have them on different triggers, right?
And they need a new UI or an UI mod since you have a new type of Controller that can fire multiple types of limpets.

It seems really clever and straight forward. And it does not interfere with the old system.
I don't think you get what I said.

You can already fit three limpet controllers (or more) to your ship, and control them just fine with the current fire group system. (even if they are the same type, different types, doesn't matter)

There is no functional difference when you have multiple controllers in one module slot on the ship - you still have three (or more) limpet controllers.

Situation A:
You have three limpet controllers fitted to your ship, and set up the fire groups how you want using the normal UI.
Situation B: You have three limpet controllers fitted to your ship (inside a multi limpet controller, but why does this matter?) and set up the fire groups how you want using the normal UI.

So... then why do you need to assign the new limpets into a different set of UI? just use the current UI, it's exactly the same thing.

IF they're to fire different type of limpets, it does make sense to have them on different triggers, right?
Yes... and you can do that already. There's no difference (except in the backend where the items are in a different kind of module slot, which doesn't need to have any effect on how you set up the fire groups)
 
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Situation B: You have three limpet controllers fitted to your ship (inside a multi limpet controller, but why does this matter?) and set up the fire groups how you want using the normal UI.

It matters because currently one module means one trigger. With each module firing something (a weapon or a limpet) needing to be bound to a trigger
And then we get a module that can fire several types of limpets, you need a way to bind each type to a trigger.
And no, we do not get more controllers fit in one bigger controller (as in a srv hangar holding 2 or more SRV). We get a gun that can fire serveral types of ammo (sort off)

This is a novel situation and it needs to be dealt accordingly. 🤷‍♂️
 
It matters because currently one module means one trigger. With each module firing something (a weapon or a limpet) needing to be bound to a trigger
And then we get a module that can fire several types of limpets, you need a way to bind each type to a trigger.
And no, we do not get more controllers fit in one bigger controller (as in a srv hangar holding 2 or more SRV). We get a gun that can fire serveral types of ammo (sort off)

This is a novel situation and it needs to be dealt accordingly. 🤷‍♂️
Not sure why, "just" tell the system the ship has all three modules. The rest is just a visual display for the human to see.
 
I'm disappointed that my Beluga won't be able to mount a universal limpet controller.

I'd settle for a size 6.

ETA: or upgrade one of the Beluga's internals to a 7. About time ED's biggest ship had this anyhow.
 
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The Beluga would be a good basis for a big, well-equipped "Starship Enterprise" explorer if it had this. A ship with the right gear to investigate whatever it came across.
 
Only size 3 and 7, one per ship, heavier, less efficient, this module is born dead.

Nonsense. Every ship I have that has a limpet collector will end up with a multi-controller... mining ship, yep, mining multi plus an extra collector... pirate ship(s), yep, operative multi plus an extra collector... mission runner(s), yep, operative multi... a pure combat CZ ship might not, but will probably have an operative just in case.

Personally, I couldn't he happier with the outcome. This is exactly what I asked for /suggested in a limpet thread years ago - role-based multi-controllers. Well done FDev! Now get Odyssey on Console so I can play with my primary fleet again!
 
The solution to that would be more variants, which I guess would be relatively easy to do for FDEV. But it would still be limited to max 3 types.
By my calculations there are 21 different possible combinations of 3 controllers and who's to say there isn't someone who will want each one of these.

And they need a new UI or an UI mod since you have a new type of Controller that can fire multiple types of limpets.

Of course, if they'd done the limpet "rack" module neither of these two problems would arise!

And this is why I'd love to understand their reasoning ... oh well.
 
I don't think you get what I said.

You can already fit three limpet controllers (or more) to your ship, and control them just fine with the current fire group system. (even if they are the same type, different types, doesn't matter)

There is no functional difference when you have multiple controllers in one module slot on the ship - you still have three (or more) limpet controllers.

Situation A:
You have three limpet controllers fitted to your ship, and set up the fire groups how you want using the normal UI.
Situation B: You have three limpet controllers fitted to your ship (inside a multi limpet controller, but why does this matter?) and set up the fire groups how you want using the normal UI.

So... then why do you need to assign the new limpets into a different set of UI? just use the current UI, it's exactly the same thing.


Yes... and you can do that already. There's no difference (except in the backend where the items are in a different kind of module slot, which doesn't need to have any effect on how you set up the fire groups)
I could be wrong but I am thinking this...

Because you would be able to designate more functions than you have limpets to control.
Now you have 8 controller types listed in the fire group panel, for a single module. What happens if I assign buttons to more functions than I have limpets to control in a fire group?
It would require messing around with existing coding to put in some kind of blocking system so multiple functions cannot be selected in the same group.

That its more work, and more risk of unintended bugs to rework the fire group menu than just adding a sub menu?


Personally I would have liked to have seen something much simpler than multiple new modules and this preset package that FDev seems so fond of. Its a win on some level regardless though, something is better than nothing.

Like a size 1 module, the new Multi-Limpet control module. Thats it, just a size 1 computer module, because in the future computer programs take up a lot of physical space, in this game...
You lose the slot, but you gain the function of assigning any task to all other existing limpet controllers on your ship. And the fire group sub-menu, customize your fire groups, change on the fly as needed.

Its all software isnt it? We dont have 8 different types of limpets, if 1 type of limpet can do everything then the controller is only restricted by software? So whats the reasoning for this arbitrary grouping of functions, and the gigantic size 7 controller? seriously lol....
 
I could be wrong but I am thinking this...

Because you would be able to designate more functions than you have limpets to control.
Now you have 8 controller types listed in the fire group panel, for a single module. What happens if I assign buttons to more functions than I have limpets to control in a fire group?
It would require messing around with existing coding to put in some kind of blocking system so multiple functions cannot be selected in the same group.

That its more work, and more risk of unintended bugs to rework the fire group menu than just adding a sub menu?
You can already fill every slot of your ship with multiple, different limpet controllers, and use the fire group system to control them all with no problems.

There is no need for a re work at all.

I really don't get why people think there is any problem at all with just using the current system - all that is happening, is you can fit more limpet controllers to a ship...
 
And was it explained how they will work?
I mean for example Prospector/Collector - which i would assume is a size 3, that means 2 limpets
If i launch a prospector and a collector, and then another prospector.... which limpet will die?
The first prospector or the collector?
Yes, I'm concerned about unintended limpet failures of other limpet types through firing one too many. E.g. miscounting collector limpet launches and destroying the prospector.
 
Yes, I'm concerned about unintended limpet failures of other limpet types through firing one too many. E.g. miscounting collector limpet launches and destroying the prospector.
Yeah... again, could have been avoided by doing the sensible thing that was suggested multiple years ago - create racks which add physical collector limpet modules and have it just work how it does now.
 
I have some potentially bad news for you. I think they stated that you can only equip one MLC so you wouldn’t be able to use both operative and rescue anyways.
Crap you're right. A couple posts above yours someone had time stamped the streams right before that was said. It is one MLC per ship… I’m even more dead set on a class 5 ULC now. :(
 
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I have some potentially bad news for you. I think they stated that you can only equip one MLC so you wouldn’t be able to use both operative and rescue anyways.
Crap you're right. A couple posts above yours someone had time stamped the streams right before that was said. It is one MLC per ship… I’m even more dead set on a class 5 ULC now. :(
Oh what? That's.... bad....
 
Very bad, not only is the design telling you what you use, and giving your assumed playstyle a name, but they also lock it to one at a time.

Yes, aware the single controllers are still there... Doesn't change the above though.
Yeah, like, I was thinking the C7 one seemed like a "luxury" addition... but with C5 == 4 x C3, I don't understand how it makes sense to reduce to 1 MLC at a time with the ULC at C7.

Even with a ULC, I'll still fit additional collectors, research limpets, hatch breakers, whatever, because I need it. But if it's going to be limited to 1 MLC at a time, that ULC really needs to come down to C5.
 
Yeah, like, I was thinking the C7 one seemed like a "luxury" addition... but with C5 == 4 x C3, I don't understand how it makes sense to reduce to 1 MLC at a time with the ULC at C7.

Even with a ULC, I'll still fit additional collectors, research limpets, hatch breakers, whatever, because I need it. But if it's going to be limited to 1 MLC at a time, that ULC really needs to come down to C5.
Yeah... It just made sense that a ULC would be limited to one per ship... but limiting the MLC's to one per ship is.. not ok. I can understand a limit of one of each type of MLC, but not a limit prohibiting you from taking more than 1 MLC at all.

We definitely need class 5 ULC's and the restriction of one MLC per ship should be lifted entirely.

The whole idea that a ULC is only able to be fit on only 6 ships in the game at all especially seems like a massive waste now.
 
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