Am I the only one that thinks some new utility items to mix things up a bit would be a good idea

It seems to me at the moment that there are some issues with the fact that everyone takes more or less the same loadout, lots of shield cells and shield boosters
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I would like FD to seriously consider adding new utility items such as:
Weapon boosters ( boosts energy weapon damage and heat generation by 20%) (like shield boosters they are stackable)
FSD inhibitors( doubles the time target takes to charge FSD if it hits, used like the hatch breaker but must target FSD instead )
EMP laser cannons that pass through shields and switch off targeted modules for 10 seconds but do no actual damage and are not effective against power plants for obvious reasons (for balance, like the rail gun it needs a 5 second charge hold down before launch and has a cool down of 10 seconds between each use, and like he PA is very inaccurate)
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This isn't really a suggestion thread, these are just some of my own ideas
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I really think FD could come up with some ideas they could change the dynamics of combat and make it really interesting compared to the slug it out and spam shield cells until one retreats current situation
 
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It seems to me at the moment that there are some issues with the fact that everyone takes more or less the same loadout, lots of shield cells and shield boosters
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I would like FD to seriously consider adding new utility items such as:
Weapon boosters ( boosts energy weapon damage and hear generation by 20%) (like shield boosters they are stackable)
FSD inhibitors( doubles the time target takes to charge FSD if it hits, used like the hath breaker but must target FSD instead )
EMP laser cannons that pass through shields and switch off targeted modules for 10 seconds but do no actual damage and are not effective against power plants for obvious reasons (for balance, like the rail gun it needs a 5 second charge hold down befor launch and has a cool down of 10 seconds between each use, and like he PA is very inaccurate)
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This isn't really a suggestion thread, these are just some of my own ideas
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I really think FD could come up with some ideas they could change the dynamics of combat and make it really interesting compared to the slug it out and spam shield cells until one retreats current situation

lol to emp and fsd ideas...;p specially the fsd will drive more ppl out of open ;p
 
how about some NON COMBAT stuff?
every update is more and more and more combat combat combat...
there are other things to do in the game....

Heat management kit - to assist silent running / smuggling (especially now that there's a speed limit for docking)
Long distance surface scanner - takes up a whole extra module but increases distance range for the surface scanner say 10-15%
Unique cargo expansion modules - just ever so slightly larger than the normal ones, but only available via a Power / mission reward
Scrambler - delays or has a chance to completely stop cargo scans - good for smuggling and confusing pirates
Electronic shielding - helps stop damage specifically to modules
Canopy re-inforcement - strengthens canopy (good for long distance explorers & combat)
FSD tuning system - gives you an extra 5=10% jump range. could make all the difference...
Long distance sub-space beacon kit - decreases time for re-enforcements when "report crimes against me" turned on.
FSD signal scrambler beacon - drop it when interdicted (requires ammo) and gives a big boost to your avoiding interdiction...
Transponder ID encoder - temporarily gives false "clean" signal - if they are intending to beef up wanted status / 7 day cooldown. Helps with smugglers & against bounty hunters...
Energy draining limpet - mine that attaches to enemy ship and temporarily drains it's power, stopping them from firing or boosting



so on and so forth.
 
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^^

Good ideas let me add:

Hidden containers - enables you to smuggle things hidden in your cargo ( with a certain % chance depending on amount of legal cargo vs amount of smuggled stuff of getting away with being scanned )
 
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lol to emp and fsd ideas...;p specially the fsd will drive more ppl out of open ;p

Why?
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The FSD inhibitor would work like the hatch breaker so requires the target shields to be offline so it won't be overpowered
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The EMP would be short range and takes time to charge and very inaccurate ( and fixed as a weapon) so you actually still need the skill to hit the desired module, in a dogfight you'll have to be a good shot to pull it off anyway and has various uses to disable anything in combat to gain an advantage, if it's limited to disabling one module per hit then it would be fine
 
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I'd most like a class 3 module that alowed mounting of two class 1 modules, a Class 4 that allowed two class 2 modules, etc
 
Agree with all in the OP and would like to add something like an EMP missile to act in a defensive mode when you are getting mullered, to fire off giving you enough time to run away.
 
I definetely would love to see more variance. And FD is adding to it, aren't they?

We got new armour (and shield enhancers, but these go to an utility slot) in 1.2.
Now we'll get additional fuel tanks with 1.3.

There is still way more possible in the future and I think it should and will come.

What I personally would love, is ship (or ship-type) specific equipment!
What about a special thruster-upgrade, that increases the top-speed by 5% and decreases turn rates at the same level? But this would not fit into every ship-type, but only into combat-ships? Or maybe is available only for the 'Imperial Courier' (for example)?

This would add to the character of each ship/role and give them more charakter/uniqueness, but for a cost (=not being able to fit another useful equipment).
 
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increased top speed at the cost of reduced turn rate is not a combat upgrade, more like an explorer one for running after submitting to interdiction. Combat ships would probably benefit from the reverse so they can get a better position on the opponent. [mind you, if you could fit both modules to, say an Asp, turn on the increased speed for scanning systems and swithch it off and activate the turn increase when you get back to the bubble for increased chance of evading interdiction!]
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Now I could also see the benefit to explorers for a device which, at a cost of either fuel, recharge time, or both, increases FSD range considerably [adding 200% or more]. This not only makes travel in and out of the bubble much faster and easier, but allows explorers to get to the stars on the very edge of the galaxy that are currently there, but further out than any ship can possibly get to [50-75LY].
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And if we are to put up with a loss of 10% selling modules from now on, I really hope they put something in so we can swap them to another ship capable of using them for a minimal fee. Or make it so we can buy second-hand gear [cheaper, but with a % chance of either random failure or sudden damage.]. Putting this sort of thing into the game is 'realistic', but will stop people being able to experiment with how they like their ship. People will take more of a look at forums like this to see what other people are saying as to the best loadout for a given task in a given ship, then not deviate from that configuration. Result, more traders going without shields and ending up moaning that they have lost it all or every trader getting a certain shield. The only difference to ships will then be the paint job.
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And I'm sorry if that happens, it will remove some of the rich diversity of the game. Where will be the challenge for any pirates out there if they can pretty much know if they can take down a ship just from what type of ship it is. Jeez, re-spec'ing an Anaconda will cost a small fortune. Do it on a reasonably regualr basis and you might as well just save up and buy another one with the correct gear on for what you want to do. FD might as well start selling ships with a decent loadout for a particular task [Combat Asp, full shields, decent weapons, certain auxilliaries, or an Asp Explorer, best FSD, low mass other components, half size fuel tank, no weapons or shields.] and we won't worry because we will all know at a glance what everyone is flying.:(
 
increased top speed at the cost of reduced turn rate is not a combat upgrade, more like an explorer one for running after submitting to interdiction. ...(

Sorry, what I really meant was a reduction of turn-times (or, obviously, an increase in turn-rate)! My bad!

On the other hand, some modules that come with a (minor) disadvantage, balancing a major benefit might be a good idea themselves! I like your idea! :) (But 200% would be way too much, in my opinion)

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Regarding the lack of free testing: maybe a "outfitting-simulator" is needed now. While the existing websites (e.g. Elite shipyard) are awesome, nothing trumps the actual flight-test.
 
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