Add pre-engineered modules to human tech broker

I suggest adding pre-engineered modules such as 3A, 4A, 6A double engineered FSD to human tech broker, make them available to all player.

Justification: Those powerful modules are very helpful to build a jump ship and/or an exploration ship. New players have no access to them, who also paid them game in full price but unable to maximize their ships without those modules, not matter how much time they spend. The new players just lost edges as time flies because CG happens every few weeks and new modules may show up. That seems - to me - not new player friendly. They should have access to them at some cost.
 
i would suggest:

"add all pre-engineered modules available through CG after 12 months of the successful completion of the same."

fair both for players who have completed the GC and for new players or those who were unable to participate.

if I have to prioritize at the moment: FSDv2 3A, 4A, 6A and Anti-Corrosion Cargo 5E (32T) and 6E (64T)
 
I rather see them running them as CG rewards on some sort of schedule. Would be a good way to get the community to engage.
The corrosive cargo racks should just be unlocks in the same way that the same way as the size 4.
 
Yea, i dont think 3A 4A and 6A pre-engineered FSD are something i really miss - the standard engineered ones are good enough

But 5E and 6E Corrosion Resistant Cargo Racks - we definitely miss those since there are no alternative in game for them
 
I suggest adding pre-engineered modules such as 3A, 4A, 6A double engineered FSD to human tech broker, make them available to all player.
More seriously, though, I kind of agree with the previous poster above.

If you are looking to maximize jump range, it doesn't really make much sense to use ships that fit a class 3 or 4 FSD. You aren't really getting a real benefit from adding a few LY to their jump range. The maximum jump ranges achievable in the game can be achieved with the DBX, AspX, Krait Phantom and Anaconda, and from those, three fit a class 5 FSD, so the pre-engineered 5A FSDv1 is perfect for them. Thus, if you really want a huge jump range you would choose one of those ships anyway. For smaller ships having a pre-engineered FSD is kind of a waste.

Now, a pre-engineered 6A FSD would be a completely different story. That would be a prize worth working for.
 
I can think of several uses I'd have for the other double engineered FSD's. It's not always about max range. Sometimes, we just need a little more than we can get with max engineering. Considering FSD sizes are locked for each ship, additional options are always welcome.
 
More seriously, though, I kind of agree with the previous poster above.

If you are looking to maximize jump range, it doesn't really make much sense to use ships that fit a class 3 or 4 FSD. You aren't really getting a real benefit from adding a few LY to their jump range. The maximum jump ranges achievable in the game can be achieved with the DBX, AspX, Krait Phantom and Anaconda, and from those, three fit a class 5 FSD, so the pre-engineered 5A FSDv1 is perfect for them. Thus, if you really want a huge jump range you would choose one of those ships anyway. For smaller ships having a pre-engineered FSD is kind of a waste.

Now, a pre-engineered 6A FSD would be a completely different story. That would be a prize worth working for.
I run pre-engineered FSDs on both my Keelback and my Eagle. Those couple of extra ly make a lot more of a difference than you think, even within the bubble.
 
I, as a new player, had to go through the entire process of obtaining and preengineered FSD on my AspX. It was fun. No need to make it easier imho.
 
The c3, c4 and c6 are not available as the c5 v1 FSD is
I see the point of the OP. But you can maximize your ships.. Just not with the uber fsd. It is a mindset.

No one 'needs' these modules. The only real added bonus is the 2 seconds reboot time
 
No one 'needs' these modules. The only real added bonus is the 2 seconds reboot time
The pre-engineered 5A FSDv1 with mass manager adds about 5 LY more to your jump range (at least with the AspX and DBX) compared to a fully engineered normal 5A FSD (with mass manager).
 
The pre-engineered 5A FSDv1 with mass manager adds about 5 LY more to your jump range (at least with the AspX and DBX) compared to a fully engineered normal 5A FSD (with mass manager).

Only if you are using a very light build.,
If you are using a heavy build, it will add like 1.5 - 2ly to your jump range
And the downsides are higher power consumption, higher thermals and lower integrity - which all can be quite a concern for the conscious explorer.

And even for a light build, when you already jump 70 ly, adding 5 more is rather meaningless. I will save you at best 2 jumps in 30 jumps
So, there is no real NEED for these modules. Not even in the outskirts where the star densities are really low. In the outskirts you dont need a that FSD, you need a carrier because let's face it, 5A FSDv1 gives +5ly to your ultra light ship, but a carrier gives 500ly to the entirety of your fleet.

So what @GroG79 said about it being a mindset, is absolutely true.
It's like my ramblings about the Cobra Mk4. I dont NEED one, i just want one - it's a mindset.
 
Only if you are using a very light build.,
If you are using a heavy build, it will add like 1.5 - 2ly to your jump range
And the downsides are higher power consumption, higher thermals and lower integrity - which all can be quite a concern for the conscious explorer.

And even for a light build, when you already jump 70 ly, adding 5 more is rather meaningless. I will save you at best 2 jumps in 30 jumps
So, there is no real NEED for these modules. Not even in the outskirts where the star densities are really low. In the outskirts you dont need a that FSD, you need a carrier because let's face it, 5A FSDv1 gives +5ly to your ultra light ship, but a carrier gives 500ly to the entirety of your fleet.

So what @GroG79 said about it being a mindset, is absolutely true.
It's like my ramblings about the Cobra Mk4. I dont NEED one, i just want one - it's a mindset.
While I disagree with your arguments and I think the extra 5LY range are meaningful for a variety of reasons, I do ultimately agree that nobody NEEDS this module. As mentioned earlier, as a new player I went through the journey to obtain the FSDv1 in my AspX with no engineering on it and it was a fun experience. There is no reason why the best possible item in the slot, which makes all module types (ABCDE) and engineering obsolete, should be immediately available from a shop. Where's the sense of progress? Where's the journey?
 
Clearly you are not a True Explorer.

To a True Explorer there is no such a thing as "diminishing returns" when it comes to optimizing jump range.
True explorers don't care about jump range, they want to explore every aspect of every system. They don't need to bypass anything. I am not a true explorer.
 
While I disagree with your arguments and I think the extra 5LY range are meaningful for a variety of reasons, I do ultimately agree that nobody NEEDS this module. As mentioned earlier, as a new player I went through the journey to obtain the FSDv1 in my AspX with no engineering on it and it was a fun experience. There is no reason why the best possible item in the slot, which makes all module types (ABCDE) and engineering obsolete, should be immediately available from a shop. Where's the sense of progress? Where's the journey?
Are you suggesting the "journey" in this sense should be forced upon players? It's still available if they want it. It doesn't take long to figure out the benefits of longer jump ranges, and there's other things in the game to do besides chase entry level power creeps. I guess I understand both sides of this discussion, but a good middle ground would be to have the higher end modules unlockable based on imperial or federal ranks.
 
True explorers don't care about jump range, they want to explore every aspect of every system. They don't need to bypass anything. I am not a true explorer.
Sure, when you are exploring a particular region, jumprange doesn't matter, you only ever jump from one system to the next. But unless you have a second account that you use solely for exploration and never anything else (which is not how the game should be built, to require a second copy to enjoy in full), then you will have to traverse large distances once a while, e.g. from bubble to whatever region you want to explore. When that happens, having to jump 300 times vs 350 times is quite a difference. And yes, those 5 LY range can make a difference, because there isn't always a star at exactly your max jump range in exactly the direction you're aiming for. Sometimes having a few LY jumprange less means you have to jump several additional degrees sideways on each jump, adding significantly more distance to the entire route.

Not saying that maxing jump range is the most important thing, but getting 5 extra free LY of range is significant.

Are you suggesting the "journey" in this sense should be forced upon players?
Are you suggesting that doing pax missions and nothing else for 20 hours straight should unlock EVERYTHING in the game? Because that's what tying those modules to fed/imp rank amounts to. I think that's stupid. Yes, there should be progress in this game and it's GOOD for it to involve various activities and travel and whatnot, the "journey" if you will.
 
Only if you are using a very light build.,
If you are using a heavy build, it will add like 1.5 - 2ly to your jump range
And the downsides are higher power consumption, higher thermals and lower integrity - which all can be quite a concern for the conscious explorer.

And even for a light build, when you already jump 70 ly, adding 5 more is rather meaningless. I will save you at best 2 jumps in 30 jumps
So, there is no real NEED for these modules. Not even in the outskirts where the star densities are really low. In the outskirts you dont need a that FSD, you need a carrier because let's face it, 5A FSDv1 gives +5ly to your ultra light ship, but a carrier gives 500ly to the entirety of your fleet.
In my experience the three major things that affect your jump range are 1) engineering your FSD to max (and applying the "mass manager" experimental effect), 2) using a lightweight hull, and 3) using a guardian FSD booster (which adds 10 LY if you have a class 5 slot for one, or 9.25 LY if you have a class 4 slot).

After that any further jump range is fine-tuning of relatively small increases by using lighter (or enginered-for-weight) modules, each one giving just a couple of LY more jump range at most. But while one single module optimization might give only very marginal increases in jump range, doing it to most modules will sum up to a significant amount.

At that stage, when you are going for the sum-of-small-increments optimization, 5 LY is a very considerable amount go get for just one single module optimization. Sure, maybe your max jump range might "only" increase from 70 to 75 LY, but that's still significant. And for a conscious explorer that's nothing to scoff at. It's essentially free 5 LY on top of everything else (well, not "free" in the sense that it costs you a bit of grinding for materials, but "free" in the sense that it has essentially no drawbacks).

The extra 5 LY does feel rewarding after the material grinding you need to purchase one.

Also, not everybody uses or even wants to use a fleet carrier. The comparison is a bit silly. You are comparing grinding for some materials in order to get the FSD (which you get to keep for life), or spending 5 billion credits in a FC, plus the millions of weekly maintenance costs. I think it's pretty silly to say "you don't need a FSDv1 when you can spend 5 billion in a fleet carrier and get a much larger jump range".
 
At that stage, when you are going for the sum-of-small-increments optimization, 5 LY is a very considerable amount go get for just one single module optimization. Sure, maybe your max jump range might "only" increase from 70 to 75 LY, but that's still significant. And for a conscious explorer that's nothing to scoff at. It's essentially free 5 LY on top of everything else (well, not "free" in the sense that it costs you a bit of grinding for materials, but "free" in the sense that it has essentially no drawbacks).

Well, you say it's free, i say it's not - it has certain drawbacks. So again, it's nice to have not must to have.
However, i do think the 5A FSD V1 is a rather special case. And i think it's on the tech brokers for a reason
I have it fitted on a number of my ships.

However, the discussion is about the other FSDv1 that are not on the Tech Brokers.
And even tho i have 3A, 4A and 6A on each of my accounts (and more than one of each). I still have them stored.
The only exception was using one on my T6 guardian site explorer - and i had to be really creative with the build and the power priorities to prevent it from cooking and have it stay at 66% heat while the FSD was charging. And i'm still considering swapping it back to a normal engineered FSD

So, IMO, it's nice that we have 5A FSD V1 on tech brokers -it's a nice option for the most used FSD size, and its presence on the tech brokers doesn't make redundant the FSD bubble engineers.
However, i dont think it would be that nice to have the other sizes on tech brokers too.


But, i personally dont see any issues if they add 6E and 5E CRCR to tech brokers - atm, it seems to me that's very unfair for the people that missed the GC we got them, and for the people that have them, i'm pretty sure we ca use more than one
 
... you will have to traverse large distances once a while, e.g. from bubble to whatever region you want to explore. When that happens, having to jump 300 times vs 350 times is quite a difference. And yes, those 5 LY range can make a difference, because there isn't always a star at exactly your max jump range in exactly the direction you're aiming for.

Except the exploraconda, all the long jump distance exploration ships use a size 5 FSD. AspX, DBX, Phantom, Orca. Also Python and Krait if desired. And can be fitted with the available pre-engineered FSD.

While I do very much like the 5A pre-engineered FSD in my long distance exploration ships... I rather travel big distances quickly using a fleet carrier. Am I a "true" explorer... I can't say. But I rarely use my long distance exploration ships anymore. I find better equipped medium range exploration ships are more useful most of the time.
 
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