Anti-Shield Booster Limpets

You're right it would be a torpedo, but that just begs the question if you're aim is to kill the person why not just blow them up instead of targeting a booster. Why do missiles not have the ability to pass through shields its not as if they can't slow down to pass through. What about ship collisions not taking damage through shields as well.

because its a game

and hatch breakers can already bypass target shields

actually, i think it would be much more fun if SCB ammo would be cargo, and hatch breakers would allow you to syphon those ;)
 
because its a game

and hatch breakers can already bypass target shields

actually, i think it would be much more fun if SCB ammo would be cargo, and hatch breakers would allow you to syphon those ;)

I'm aware they can and think they shouldn't, i also think scb ammo as cargor is a terrible idea that punishes small ships with limited internal, utilities and small base shield vaules
 
that just begs the question if you're aim is to kill the person why not just blow them up instead of targeting a booster

It's a matter of energy. An anti shield booster limpet works because it uses the energy from the booster - which the booster by definition is already projecting out around the ship, so it's easy for the limpet to manipulate - against the booster itself, destroying the part. Anti-weapon or anti-hull limpets don't have this same easy energy source - they have to rely on their internal power, which isn't much, and thus can't get the job done.

CMDR Corlas said:
Once attached, it'll hijack the power from the booster and self-detonate

That could be the lore reason, at least.

You could strap a payload to the limpet, yes. But like we agreed, that would be a torpedo.

Since you mentioned it, I would be ok with ship collisions bypassing shields. If they could fix the AI so it doesn't ram you when trying to dock or scan, lol.
 
I'm aware they can and think they shouldn't, i also think scb ammo as cargor is a terrible idea that punishes small ships with limited internal, utilities and small base shield vaules

no, hatch breakers used to require bringing the targets shields down - as such you had to conduct a severe crime, aka bounty on your head
now they pass shields and cause you only a fine.

SCB are internal modules, similar to passenger cabins.
both should be extractable via hatchbreakers.
neither would mean that the ship needs to have extra cargo space
 
no, hatch breakers used to require bringing the targets shields down - as such you had to conduct a severe crime, aka bounty on your head
now they pass shields and cause you only a fine.

SCB are internal modules, similar to passenger cabins.
both should be extractable via hatchbreakers.
neither would mean that the ship needs to have extra cargo space

Oh no how terrible getting punished for committing a crime, what a terrible world to live in. You just said scb ammo as cargo, which would require cargo space. So you are now contradicting yourself saying that it would not require extra cargo space.

I will further elaborate on why that would be a bad idea because you don't seem to see the bigger picture.

If you want to run scb's with this idea you now require point defense and ecm to protect your ammo, that is 2 utility slots. You need either a heat sink launcher or a bunch of thermal vent weapons to counter heat from using them. You need a cargo rack to store them. Now you look a small ship they have limited utility slots and can only equip some of the required modules. Sacrificing chaff or boosters while bot being able to effectively use their scb system. The cargo rack(s) for the ammo take up space that could be used for armor. This system only further divideds the combat capabilities between larger and smaller ships.
 
It's a matter of energy. An anti shield booster limpet works because it uses the energy from the booster - which the booster by definition is already projecting out around the ship, so it's easy for the limpet to manipulate - against the booster itself, destroying the part. Anti-weapon or anti-hull limpets don't have this same easy energy source - they have to rely on their internal power, which isn't much, and thus can't get the job done.



That could be the lore reason, at least.

You could strap a payload to the limpet, yes. But like we agreed, that would be a torpedo.

Since you mentioned it, I would be ok with ship collisions bypassing shields. If they could fix the AI so it doesn't ram you when trying to dock or scan, lol.

The point is why would a weapons manufacturer make something that is just targeting the shield booster. When they can have an explosive device instead that you could target the booster if you so choose and destroy that and a large amount of hull or internals. If they have the tech to do so they aren't going to waste their time on something so miniscule.
 
Now you look a small ship they have limited utility slots and can only equip some of the required modules. Sacrificing chaff or boosters while bot being able to effectively use their scb system. The cargo rack(s) for the ammo take up space that could be used for armor.

These are all features of that idea. :) Admittedly, if shield cells were cargo and had a reasonable cooldown (ahem, "reload") timer, they should probably remove the heat aspect of using them. But "Should I equip chaff, or point defense, or a booster, or an ECM?" is a compelling choice, and a feature of the idea. "Should I equip an SCB and a cargo rack, or a MRP and HRP?" is a compelling choice, and feature of the idea. Difficult choices are great. Yay choices!

I wouldn't want to unfairly single out small ships though, and I don't think it would. Other modifications could be made, if needed though: Off the top of my head, shield regen values could be tweaked so that smaller ships get much faster regen, similarly to SLF's, making shield cells less desirable on them in the first place. I dunno. But the whole idea of "shield cells as cargo" from me was specifically to create compelling choice and make pure defense stacking less desirable. So someone taking down a booster or a HRP isn't a downside of that to me, it's part of the point.

The point is why would a weapons manufacturer make something that is just targeting the shield booster. When they can have an explosive device instead that you could target the booster if you so choose and destroy that and a large amount of hull or internals. If they have the tech to do so they aren't going to waste their time on something so miniscule.

It's not an explosive device, that's the idea. It's repurposing the energy from the Shield Booster. The limpet is not the explosive; effectively, the shield booster is.
 
These are all features of that idea. :) Admittedly, if shield cells were cargo and had a reasonable cooldown (ahem, "reload") timer, they should probably remove the heat aspect of using them. But "Should I equip chaff, or point defense, or a booster, or an ECM?" is a compelling choice, and a feature of the idea. "Should I equip an SCB and a cargo rack, or a MRP and HRP?" is a compelling choice, and feature of the idea. Difficult choices are great. Yay choices!

I wouldn't want to unfairly single out small ships though, and I don't think it would. Other modifications could be made, if needed though: Off the top of my head, shield regen values could be tweaked so that smaller ships get much faster regen, similarly to SLF's, making shield cells less desirable on them in the first place. I dunno. But the whole idea of "shield cells as cargo" from me was specifically to create compelling choice and make pure defense stacking less desirable. So someone taking down a booster or a HRP isn't a downside of that to me, it's part of the point.



It's not an explosive device, that's the idea. It's repurposing the energy from the Shield Booster. The limpet is not the explosive; effectively, the shield booster is.

I get that but that is such a oddly niche thing that in some case maybe unusuable because the ship may not even have a booster. Where as bypassing the shield with an explosive is not only useful everytime its more effective in multiple ways so why bother making something like that when the torpedo alternative does it and some


The other guy mentioned nothing about rebalancing ships to keep them from being penalized by scb as cargo. Even then still seems like it would be an annoying feature.
 
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The other guy mentioned nothing about rebalancing ships to keep them from being penalized by scb as cargo. Even then still seems like it would be an annoying feature.

One of the ways I look at it is the more things we get turned into cargo the better. Cargo (or cargo via limpet, like in fuel transfer limpets), is really the only non-violent way we have of interacting with other CMDR's, so we should maximize that as much as we can.

So with the shield cells for example. Say you have an Eagle in a CZ, but you only could spare a C2 slot to feed your shield cell - only four cells (what you would have now anyway with a current SCB, but whatever). What do you do when you run out? Right now, you have to leave the fight, go dock, and rearm.

But if it was cargo, you could have someone standing by in a T-7 (NPC or player even), back away from the fight but still in the CZ, loaded up with spare shield cells. You run out, you just fly over to him, he ejects a few for you to scoop, and it's back in the fight! We not only got you back into the fight quicker, but we legitimately gave a T-7 a role in a Conflict Zone. :D

And that creates other roles too: That T-7 is a tempting target. Better put a couple Keelbacks (with an SLF each) around it for defense. Maybe those Keelbacks could have mine launchers and set up a defensive perimeter too. Now we're making it interesting. If you like that T-7 feeding you shield cells, you better make sure you take out any enemy ships that get close to it!

And your enemy has something similar too, so if you wanna win the fight you need to take out his supply chain. Maybe you get an in-CZ mission in your Eagle that your side is going to hit the enemy SCB-supplier ship, and it's your job to zip in there and take out the mines so the attack can get though. Or maybe you need to take out the Keelbacks defending it. Maybe they want you to pop in and attach a hatchbreaker limpet to their cargo ship, and so they have nothing left to give their cell-less ships. Or maybe their T-7 isn't here yet, but it's coming; get into supercruise, make sure your interdictor is active, and make sure it never makes it to the CZ! You do the mission, you get given a bunch of free combat bonds for completing it.

I mean, this is getting wildly off topic now, but that's just a couple off-the-top-of-my-head examples of how something as simple as making shield cells a cargo hold item can greatly expand and enhance gameplay, create opportunities for new mission types, new objective-based gameplay, new player interactions, and enable new emergent gameplay.
 
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One of the ways I look at it is the more things we get turned into cargo the better. Cargo (or cargo via limpet, like in fuel transfer limpets), is really the only non-violent way we have of interacting with other CMDR's, so we should maximize that as much as we can.

So with the shield cells for example. Say you have an Eagle in a CZ, but you only could spare a C2 slot to feed your shield cell - only four cells (what you would have now anyway with a current SCB, but whatever). What do you do when you run out? Right now, you have to leave the fight, go dock, and rearm.

But if it was cargo, you could have someone standing by in a T-7 (NPC or player even), back away from the fight but still in the CZ, loaded up with spare shield cells. You run out, you just fly over to him, he ejects a few for you to scoop, and it's back in the fight! We not only got you back into the fight quicker, but we legitimately gave a T-7 a role in a Conflict Zone. :D

And that creates other roles too: That T-7 is a tempting target. Better put a couple Keelbacks (with an SLF each) around it for defense. Maybe those Keelbacks could have mine launchers and set up a defensive perimeter too. Now we're making it interesting. If you like that T-7 feeding you shield cells, you better make sure you take out any enemy ships that get close to it!

And your enemy has something similar too, so if you wanna win the fight you need to take out his supply chain. Maybe you get an in-CZ mission in your Eagle that your side is going to hit the enemy SCB-supplier ship, and it's your job to zip in there and take out the mines so the attack can get though. Or maybe you need to take out the Keelbacks defending it. Maybe they want you to pop in and attach a hatchbreaker limpet to their cargo ship, and so they have nothing left to give their cell-less ships. Or maybe their T-7 isn't here yet, but it's coming; get into supercruise, make sure your interdictor is active, and make sure it never makes it to the CZ! You do the mission, you get given a bunch of free combat bonds for completing it.

I mean, this is getting wildly off topic now, but that's just a couple off-the-top-of-my-head examples of how something as simple as making shield cells a cargo hold item can greatly expand and enhance gameplay, create opportunities for new mission types, new objective-based gameplay, new player interactions, and enable new emergent gameplay.

Not trying to be mean but the scb transport will be bored and then mad because they will just be destroyed immediately. We have repair limpets, 2 types of healing lasers, and somewhat soon fleet carriers. I know you're going for another nonviolent interaction but it's not a new interaction just a different limpet. Scb's have been changed so many times, there are only one thing i would like to see done to them if anything and that is if you're shields are full and your not taking damage your sys capacitor will drain to recharge the cells, the same rate that a downed shield of the same class size would except it would have to charge all the way to full not half way like a shield. And the final touch the healing lasers could speed that up.
 
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