additional power plants.

I think the vulture is a beast when you tweak it to cut out all the necessary modules on deployment of weapons (put everything not needed in a fight, including frameshift drive, to priority 2 or more in the module panel - you can simulate this by switching them off while parked in space station and checking the 'usage' percentage is below 100 after deactivation). Also, after hours of messing with configurations and weapons combinations, I have found the best way to take down an anaconda is not necessarily weapons versus shields (as mentioned above), but gimbled beam and gimbled frag cannon as the frag cannon is not disabled as much by the power drain of the beam laser (although I'm aware this is subjective). Furthermore, I reckon the vulture is already in advance of the cobra and viper as a fighting ship, which creates a paradox where people who have played longer have stronger ships and can shoot up new people more easily, however, I think Elite is as much about picking your fights well and avoiding certain situations until you have the skill and money to enter them, so I'd rather things were not balanced or nerfed...just my opinion :)
Well said. Im fairly new to ED (Viper/Cobra owning Bounty hunter at this stage) and I Like the approach they took to balance. Having to choose Weapons based on the kind of fights and prey you prefer, choose optimization or versatility. If your really good at flying and max out the handling of your ship, you can go fixed for that edge in damage, or you can choose gimbaled for more time on target. Managing the loadout constraints are a vital part of that too, and it should stay that way.

The only ships that should have multiple power plants are the Carriers, Battleships, and the like. I don't think that any player controlled ships should have them.
I would actually like to see even larger ships then the 'conda introduced. perhaps even player capitals! it would give those who enjoy RPing one faction or another something to work for as well as a something for advanced players to work towards! I'd really like of you reached max rank in an empire you could gain access to their capital ship for a ludicrous amount of CR (and make modules for it equally expensive). Some interesting things could be done with this, Such as allowing capitals to transport other player ships docked inside them for extended jumps. Obviously capitals would be huge and easily detectable... they could even become a sort of roaming event every time they drop from a jump or SC leaving a lockable signature visible to all within a set distance.
 
Last edited:
A second pp would be nice to have for exploration, then you can repair one while using the other

But then exploration becomes too easy.

A life less the struggle, a life less the challenges, a life without risk becomes quickly bland and dull and Life-Less.
 
Last edited:
Power management is like the most balanced thing in the game so far. Don't screw around with it!

I agree with you, balance is the most paramount thing in this case, yet why not? Additional Power Plant could entail sacrifice: less space for other modules, more weight, and top of all an additional power plant to shoot at (either because either to target, or just when you shoot randomly and hit the power plant)!!
Personally I am OK with making modules fully extendable as long as: 1) it takes room so people cannot abuse it and 2) there are other drawbacks whatever they are. It allows people to have their own custom ship kind of, or at least to outfit their ship tailored to their need.
 
A second pp would be nice to have for exploration, then you can repair one while using the other

Now this guy just said something really interesting.

I could see a "backup" generator as being an extremely interesting game mechanic.

During a repair and reboot, your current generator would be taken offline and your "backup" generator would then begin supplying power.

An anaconda could have a class 7 backup generator by virtue of it's class 7 internal compartment; that's a full class lower than the default size, and potentially a HUGE sacrifice due to shields now being max class 6?

This could have potential.
 
Last edited:
I don't see a second full power plant being available but there is an argument that, for example, a class 5 internal module that provides an extra MW wouldn't unbalance things too much and could lead to more interesting configurations. It would however have to come with downsides, not least being significantly more heat generation (so you can't just use it to power multiple beams).
 
I think these power plants would be a little more complex than a module compartment. Wouldn't a ship be designed around having one in its place at the core. It's like saying can I have another engine put in my car, you know I'll just sacrifice the boot and back seats. Go ahead and redesign the whole drive drain to hook it all up. Better attach a fuel tank on the roof for it.

Awesome now I can stack all my shield boosts and heavy weapons!
 
There won't be power plants - but I suspect in the future you'll may be a able to fit a fuel burning Auxiliary Power Unit (APU).

A Hydrogen turbine based generator, not a reactor. Takes up an internal slot, nowhere near as space efficient as a power plant, so power output for the size and weight is pretty poor.

They also generate a significant amount of heat, and use a fair amount of fuel while active.

I unit like this wouldn't be game breaking, there would be serious tradeoffs in jump range, fuel consumption and heat gen to take into account. And even though you can now fit more high energy weapons, DPS is still limited by your power distros capactitor and recharge rate anyways.
 
Last edited:
I think these power plants would be a little more complex than a module compartment

And shield generators are a little more complex than a mirror slapped on the hull but we already have those with shield boosters.

There's nothing inherently wrong with the idea as long as it's balanced. One of the problems that FD have with their class system for modules is that the jump in ability from one class to another is often quite large, especially at the low-end, so something that could help smooth that out might make sense.

Of course, if/when the procedural module system arrives it would make all of this pretty much irrelevant as module classes would go by the wayside in favour of (I assume) heat and power budgets.
 
Back
Top Bottom