Advanced Docking Computer and Super Cruise Assist as inbuilt features.

For the new and/or lazy players.

Just make em a standard inbuilt system in every ship with the possibillity of deactivating/reactivating them in the right sidepanel under the Ship systems section.
Especially new players that have to waste 2 slots in the already small Sidewinder to learn the Game will have it a little easier.

Thank you for your consideration.
 
For the new and/or lazy players.

Just make em a standard inbuilt system in every ship with the possibillity of deactivating/reactivating them in the right sidepanel under the Ship systems section.
Especially new players that have to waste 2 slots in the already small Sidewinder to learn the Game will have it a little easier.

Thank you for your consideration.

The two slots were "added" specifically to take these extra devices, if they are built in then the two slots should be taken away because if they are built in there is no need for them. Of course that means disadvantaging players who don't use them and use the two slots for other things, but oh well, make a cake, break some eggs!
 
There were to class 1 slots added in every ship for them? I did not know that.

It is odd though, many of my ships only have 1 class 1 slot. Did only starter ships get 2 class 1 slots?
Thanks for the answer.
 
Mostly small ships got 2 extra slots, the remaining meds & large got one, if my memory serves.
Small ships are not always starter ships...
Alrighty, thanks for clarifying. I am aware that not ALL small ships are starter Ships but the majority are.

I would consider the Vulture, the DB EX and the Courier more advanced for instance. I sometimes use the Courier myself when grinding Odyssey Missions.
 
The two slots were "added" specifically to take these extra devices, if they are built in then the two slots should be taken away because if they are built in there is no need for them. Of course that means disadvantaging players who don't use them and use the two slots for other things, but oh well, make a cake, break some eggs!
rhetorical: shouldnt then docking computer have been removed when ships started landing by itself without it in odyssey?
 
Especially new players that have to waste 2 slots in the already small Sidewinder to learn the Game will have it a little easier.
I might be wrong but I think the small starter ships (sidewinder, hauler, adder, eagle, cobra, vulture, viper, dolphin) comes with these modules pre-installed and it is up to the cmdr to remove them if desired. EDSY shows this when selecting the base stock ship.

As mentioned above these slots were added to the ships when the modules were introduced.
 
rhetorical: shouldnt then docking computer have been removed when ships started landing by itself without it in odyssey?
They did?

Mine only land themselves when I have autoland enabled and the Advanced Docking Computer installed apart from when they are being recalled which has worked that way since at least 2016.
 
They did?

Mine only land themselves when I have autoland enabled and the Advanced Docking Computer installed apart from when they are being recalled which has worked that way since at least 2016.
when you are on feet and recall ship the ship can land even without the module...
 
I am aware that not ALL small ships are starter Ships but the majority are.
That's very wrong. For one, most of the small ships are excellent Odyssey mission runners - Odyssey has given a new lease on life for small ships, and brought them back to the attention of many CMDRs. The DBX is a great jumper and material collector. Vulture is a nasty fighter. The Viper III is a very capable fighter in the hands of an equally capable pilot, the Viper IV is an excellent mercenary ship - it is my daily driver, and even though it isn't as armed as it could be to make it travel well, I've taken it to fight in CZs. iCourier, the Eagles and the Viper III make excellent racers. Cobra III is a very popular ship not just because of its heritage, but also because (like the Viper IV) it can be made very tanky and dangerous while retaining a decent jump range. The Dolphin is an excellent bubble taxi or general travel ship, and can be made into a great explorer, and it can have the largest cargo capacity of all small ships IIRC. And pretty much all small ships are excellent for exobiology because of their small landing footprint.

Never underestimate the value of small ships or dismiss them as "starter ships".
 
That's very wrong. For one, most of the small ships are excellent Odyssey mission runners - Odyssey has given a new lease on life for small ships, and brought them back to the attention of many CMDRs. The DBX is a great jumper and material collector. Vulture is a nasty fighter. The Viper III is a very capable fighter in the hands of an equally capable pilot, the Viper IV is an excellent mercenary ship - it is my daily driver, and even though it isn't as armed as it could be to make it travel well, I've taken it to fight in CZs. iCourier, the Eagles and the Viper III make excellent racers. Cobra III is a very popular ship not just because of its heritage, but also because (like the Viper IV) it can be made very tanky and dangerous while retaining a decent jump range. The Dolphin is an excellent bubble taxi or general travel ship, and can be made into a great explorer, and it can have the largest cargo capacity of all small ships IIRC. And pretty much all small ships are excellent for exobiology because of their small landing footprint.

Never underestimate the value of small ships or dismiss them as "starter ships".
Once you no longer need to care about credits, you're free to go back to flying the Cobra. :)
 
They did?

Mine only land themselves when I have autoland enabled and the Advanced Docking Computer installed apart from when they are being recalled which has worked that way since at least 2016.
when you are on feet and recall ship the ship can land even without the module...
As I said recall has worked on any ship for the last seven and a half years which takes us back to the homicidal version of the basic docking computer which wasn’t needed for recall.
 
Once you no longer need to care about credits, you're free to go back to flying the Cobra. :)
I made my first billion in the Cobra. The funny thing is along the way I bought a Vulture and a Python, just didn't occur to me to switch to them while I was doing my bounty hunting for a Corvette.
 
There were to class 1 slots added in every ship for them? I did not know that.

It is odd though, many of my ships only have 1 class 1 slot. Did only starter ships get 2 class 1 slots?
Thanks for the answer.

You specifically said "Sidewinder" in your original post, is it that hard to realise I was talking about a "Sidewinder" in my reply?
 
IMO, they could remove some slots and just integrate the modules into the main computer.

While at it remove the planetary approach suite too, as we all have access to Horizons.
 
I don't have a major problem with this functionality (aside from their potential to simplify botting), but I do think the inflation caused by the additional slots has been a net negative to game balance. So, I'd be fine rolling the features into the base ship (as long as they can be disabled), if the extra slots go as well.

There is only one single ship buff that I felt actually improved the game, and that's the one they give to the Asp Scout. Everything else--the multiple FDL augmentations; the T-7 and T-9 improvements; the ridiculous near immunity to heat they gave the Dolphin because no one knows how FA On thrusters work in high-g; and the blanket increase to module slots when they introduced supercruise assist--was needless and didn't help balance.

That said, I don't think these modules help much with learning the game. Supercruise assist and auto-dockers don't lighten the workload, they essentially remove it, and in the case of the former, in a manner that cannot even be duplicated manually. One learns by doing, or at least watching something be done in a manner that one could possibly do it.
 
As others have implied already when Supercruise assist and the advanced autodock were added to the game extra slots were added to each ship (some one extra, some two) to accommodate these and when new hulls are bought they now include these new modules, so the OP effectively has what they want with the additional bonus that they can be swapped out for other modules. I think this was the better way to implement their addition than building them into the ship as was done with the FSS 'module' when exploration changed in 3.3.

So the OPs proposal becomes 'can all ships have more optional internal module space which is a straight buff. That doesn't change the game much, it just removes the dilemma of whether to keep the module(s) or gain some extra cargo space or hitpoints in exchange for learning to navigate and dock manually which seems like a benefit worth the effort & one that should be encouraged.

I have autodock on two of my ships: a high range Conda and cargo Cutter. With the Conda it's there because it costs me nothing (no mass, and no other use for the slot), with the Trade Cutter I dock and undock it a lot & it only costs me 2t of cargo space. In both cases I use the time while it docks or undocks itself to check & plot nav routes or market prices and is very much a luxury item than an essential one.

Learn to fly the ships manually, it's worth the effort IMO.
 
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