Any news on the "limpet controller module-array" plans?

I've never heard of this thing, but it sounds like what a lot of us have been asking for. Can you post a link where you read that it was planned?
 
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That idea for a module to design was a result of the old Beta 3.0 discussion with the devs.
Gotta do RL stuff, but if you dig there, you'll get your hands on it.

Edit:
Here is the quote from Steve Kirby:
Hi Folks,

Thanks for all the great feedback, We're currently going through it and will use it to help rebalance some aspects of the mageship gameplay.

From what you have told us we will look into improving the following:

Balancing the cargo amount and values to make the interactions more worth while
Adding inbox messages to data and material loot to make sure you guys don't miss what you have just collected
Add High value or rare items to possible cargo bay items
Make sure physical materials are spawning as intended from Cargo bay hacks (looks like a bug is stopping this)
Investigate adding ID or number to cargobay and limpet target to make them more easily distinquishable from each other.
Investigate Fines and Bounties as they seem out of proportion for crimes commited.
Investigate if we can make silent running effect how detecable you are when commiting crimes at the megaship.

Other things that we will investigate to see how possible they are to add in the future to improve these scenarios.

Investigate if it is possible to put out a Instance wide broadcast from the megahsip when a crime is commited to signal to Bounty hunter players that there is an active pirate in the instance.
Design Limpet Controller Bay Module to prevent player having to use up too many slots in ship holding limpet controllers.

Thanks and we will keep you posted.

Steve K

And here the source forum:
https://forums.frontier.co.uk/showthread.php?p=6357712&viewfull=1#post6357712

@FD so any news on it? It direly is needed!
 
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Most anticipated feature of all times. A single 1a limpet module with a radial menu for choosing what I want to deploy limpets for.

You'd think the design team would have figured it out from quite some time now that having 6 or 7 different modules, with different classes, different sizes and different triggers for different limpets for different functions is absolute garbage design, excuse my bluntness. It gives you the illusion of having so much customization choice, of having to decide which module to fit when slots are few , but it's just one more aspect of the game that's just gratuitously overly complex and on the long run detracts way, way more than it adds.

Oh and also let us recall limpets if we're just using them for collecting stuff around the ship, so that we can refuel them and use them again later.
 
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Most anticipated feature of all times. A single 1a limpet module with a radial menu for choosing what I want to deploy limpets for.

You'd think the design team would have figured it out from quite some time now that having 6 or 7 different modules, with different classes, different sizes and different triggers for different limpets for different functions is absolute garbage design, excuse my bluntness. It gives you the illusion of having so much customization choice, of having to decide which module to fit when slots are few , but it's just one more aspect of the game that's just gratuitously overly complex and on the long run detracts way, way more than it adds.

Oh and also let us recall limpets if we're just using them for collecting stuff around the ship, so that we can refuel them and use them again later.

Agree, to me things like this are the QOL improvements I would have expected this year! I guess someone still feels pleased with the current setup/design of having 100's of modules that just push you into bigger ships to be able to multirole. When I backed ED I never expected it to be such a big step backwards from FE2.
 
Wanna make limpets worthwhile? Stop making them self-destruct at every possible opportunity. Like, say, when they grab a piece of loot you've targeted. No one will ever convince me that's an intelligent design decision...

Agreed on aswell,
i suggest simply using the SLF spawning mechanic.
Buy a limpet and place it in the cargo bay, have a "magazine size" added to controllers,
giving the number of limpets it can store prefabbed.
After those have been used up -> Manufacturing timer like when the SLF is destroyed to put the parts together.

This way limpets launched can be reused and you can run them way longer, aslong as still prefabbed limpets are in the magazine.
Is the mag empty -> timer fabricating the limpets, to prevent limpet spawn and add a tactical layer.
Also the short limpet duration is rather annoying.
 
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Dear FD while you are at designing a controller bay module, please consider doing the same for scanner types.
They still clutter my utility hardpoints, i'd prefer to field other useful modules there.
 
Wanna make limpets worthwhile? Stop making them self-destruct at every possible opportunity. Like, say, when they grab a piece of loot you've targeted. No one will ever convince me that's an intelligent design decision...

This!!!
 
Wanna make limpets worthwhile? Stop making them self-destruct at every possible opportunity. Like, say, when they grab a piece of loot you've targeted. No one will ever convince me that's an intelligent design decision...

Agreed. It would also be nice to teach them not to keep bashing themselves to death against the locked cargo holds of megaships.
 
While we are talking limpets.

The way the modules scale is ridiculous.
They take far too long to "program".
They move far too slowly. They were implemented long before engineering for drives, and they no longer keep up. Even a Type-9 can outrun a limpet.
They are too vulnerable to ECM. Trying to use limpets in a CZ is an exercise in frustration, since they often last only seconds before they get blasted by an ECM.
Their flight path was nerfed at some stage, so they now take forever to return to your cargo hold.
 
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I'd like to keep the limpet controllers as they are, but regard limpets as ammunition within the controllers rather than cargo.
 
I'd like to keep the limpet controllers as they are, but regard limpets as ammunition within the controllers rather than cargo.

Tried piracy with data theft?
3 individual Limpet controllers Recon, Hatchbreaker, collector.
That is just sheer inflation.
 
I've been wondering about this too.
They did say they would think about doing something with limpet controllers* but there hasn't been any word on it since then.
I guess if we are lucky we might see something here with the Q4 update.

My take on limpets is that they are your 'hands in space' and should be more widely available.
To this end limpets should become ammo and all ships should have a small limpet capacity and a built in short range, short duration limpet controller that can do all the things.
Limpet controllers would still exist but they would serve to increase range, duration or other attributes of limpets and/or to add ammo capacity.
Ammo capacity and limpet controller defaults would server to further differentiate base ships, for instance you can have a mining focussed ship with a larger base ammo capacity and a controller that is good at collection and prospecting but rubbish at everything else. You could have a combat ship that with a nod and a wink is good for hatch breaking but doesn't really do anything else. An explorer with some better repair capacity, maybe good for sample taking limpets. A multi-role ship that can do a bit of everything sort of okay but not great.
For players this means you are more likely to do things that pop up randomly, like helping someone out with refuelling or repair and gives you some choices about whether you want to use you limpet ammo capacity to do that versus other things you might want it for. At the moment I'm pretty much never going to luckily have the right kind of limpet controller on hand to do any of these things - I might have a collector limpets on if I've been mining but that's about it.

So opening up limpet controllers like this gives you the flexibility of adding controllers to improve capability and capacity (so they are still useful and you'd want to use them), improves the ability of FD to differentiate ships and add interesting NPC and player interactions around them and gives players more play options and choices. I really don't see too much of a downside really.


* Sorry, too lazy to find the source, you'll just have to believe me (or look through all the previous limpet controller threads).
 
Even a Type-9 can outrun a limpet.

I've seen actual planets with faster orbital periods than the humble limpet. Also, why does the first one require far more programming than the remaining eleventy many? Also why doesn't the limpet count double like all the other sodding modules? As in: class 1 is 1 limpet, class 2 is 2, class 3 is 4, class 4 is 8, class 5 is 16, class 6 is 32 and class 7 is 64 because my god I have an actual life span and would like to live some of it not-waiting; and finally, given limpets are in the sodding cargo bay, do we really need 18,000 types of controller, when only one is actually needed?.

We have 8 hard-point groups fer crying out loud; it's not like having half a dozen in one controller is even a problem that would need solving.

Just have one; you simply link whichever type you need, into an available group. Sorted. They can then add as many limpet types as they like and we just stock up on the little buggers, set a weapon group, each, for the 2-4 we actually care about and move on.

jumps-out-window-gif.gif
 
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I remember the discussion around this and have been holding my breath ever since. :x Hope it happens.
 
Dear FD while you are at designing a controller bay module, please consider doing the same for scanner types.
They still clutter my utility hardpoints, i'd prefer to field other useful modules there.

...and.....this ^^^

Where do I sign the petition?

C'mon FD!

Clicker
 
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