The reason we held off degrading gimbal weapons was because, again thanks to feedback, we felt that it was too blunt a tool to try and create better parity between fixed and gimbal weapons. The extra weight from upgrading sensors, and the general sentiment that the change made game play feel less appealing, lead us to hold off letting this change go through; it is certainly not our intention to entice players to consider fixed weapons by making gimbal weapons less fun.
We appreciate that the idea of linking the effectiveness of gimbals to sensors in some way is appealing, but we want to spend a little more time looking at options.
I think an ground-up adjustment to sensors is called for, especially if you're hoping to tie the effectiveness of gimbals and auto-tracking turrets to sensor quality.
There was a write up on this many moons ago, though I can't find the link to the specific one I'm referring to. I may do a full 'suggestion' write up on it in the future. Overall, you want to make higher rated sensors more appealing, as they aren't right now. Not to mention, the utility hardpoints are highly prized and the cost is too dear to defence and usability to incorporate active scanners.
The idea is to combine active and passive scanning into the same core module, by allowing for the internal Sensor module to be a la carte upgradable.
Each Sensor module will have 'internal slots' increasing with Rating as well as their range, mass, and power requirements. Every Rating improvement should also allow for an increase in resolving cold targets (I think this already happens or at least it used to in one patch), and improving gimbal and turret auto-tracking.
- Rating E - 1 internal module slot, stock fit with basic discovery scanner.
- Rating D - 2 internal modules, first sensor module that allows the surface scan including target's internal modules
- Rating C - 3 internal modules
- Rating B - 4 internal modules, first sensor module capable of accommodating Advanced Discovery Scanner's increased range
- Rating A - 5 internal modules
"Internal modules" refers to the active scanners and their enhancement, like the DSS. Currently, we have 5 types of active scanning modules: Discovery scanner, DSS, KWS, FSWS, manifest scanner. So if you use an A-rated scanner module, not only do you have improved auto-turret and gimbal tracking, improved resolution when targets go silent, but the capability to mount all types of active scanners. The power requirements for doing that should be massive, but maybe those requirements will go a long way to justify the current power requirements of the A-Rated Sensor modules.
Yes, this is a ground up revisiting of sensor modules, but it shouldn't actually change any of the scanning or sensor mechanics.
As for the re-balance when removing the need for active scanners to take utility hardpoints? That made sense when chaff and heatsinks were the only useful utilities, but now ECMs, point defence, and shield boosters are all very useful and integral to a ship's load out. Right now, there is very little reason for players to equip any of the active scanners, which in turn makes most pirates into murderers who won't scan targets. The proposed system also keeps the D-Rated Sensor module the perfect module for explorers, while freeing up internal compartments for more useful kit, such as PVH, AFM, passenger cabins, or refinery modules.
(Another suggestion to tangent for exploration: how about a science lab? Rather than have scientists travel in passenger cabins like tourists, give them a separate science lab, or rather, increase the reward for transporting them with a fully functional lab. You can even include missions like the current Synuefe ruins missions by having half of the planet-based prospecting materials be delivered to the lab. They'll run tests and re-package the samples as you go. It would be similar to the non-existent planetary mining, only you'll need scientist passengers to facilitate it.)