Combined limpet controllers, fixing limpet bloat

When it comes to mining and salvaging, a problem I noticed is that all limpet controllers are class 1 at the same time as more limpet modules are added. This means ships aren't being optimised as they should be. Limpets are supposed to be multifunctional tools. My solution is to combine multiple limpet controllers into a single module, but with a higher class module as a tradeoff.

Class 2, 4 and 6:
Supporter limpet controller
Functions: Repairing and refueling
Description: This is for the fuel rats out there. This controller will both refuel and repair any ships you target with it. Activating it without targeting anything will have it function identically to the repair limpet controller.

Miner limpet controller
Functions: Prospecting and collecting

Xeno limpet controller
Functions: Research and decontamination.

Raider Limpet controller
Functions: Hatchbreaker and Recon
Description: This lets limpets latch on to a data point and once they hacked the target, you can choose to hatch break it using the same limpet if the target is a cargo rack.

Class 3, 5 and 7:
Marauder Limpet controller
Functions: Hatchbreaker, Recon and Collector
Description: Similar functionality to the Raider Limpet controller, but it will automatically collect the contents as long as they are dropped by the cargo rack it broke the hatch off and self-destruct.

Quality of life additions:
-Selecting one of your limpets in the targeting menu gives you an option to send a self-destruct command to the limpet.
-Limpets now have a small inventory of 2 for class 1, 4 for class 2 and 6 for class 3 respectively. This inventory can only hold limpets. Once this inventory is empty, the limpet controllers will take limpets from your cargo hold instead.
 
Great idea, luckily no one has ever asked for this before :(

Just one question: how does the limpet know what it is suppose to do? Take mining, okay I am aiming at an asteroid, how does the controller know what type of limpet I want?
 
Need a simple "limpet controller" that can be "set" or "programmed" to perform a function in a panel. For example, a 1a limpet controller can be "set" as a prospector, collector, recon, or repair. You can change it's function in the right panel under modules. It takes a set amount of time, say, 10-20 seconds to change it's function, and can't be changed again for idk, 1-2 minutes. In this way, you can have a 7a limpet controller, set one of the 4 limpets as a prospector, two as collectors, and one as a repair, just as an example.
 
Since multiple different limpets are rarely deployed 'under pressure' - i.e., during combat (not before/after) - the limpet can be programmed via systems panel in the modules list.

Examples:

Mining
- I go into systems panel and set my limpet controller to prospector.
- I fire it off at the roid(s) until I find the one I want to work on.
- I go into systems panel again and switch to collector - I don't need prospectors anymore until I switch roids.
- I deploy collectors and mine away.
- When it comes time to deploy a prospector again, my collectors do not self-destruct but I cannot add to them (obviously) if the function isn't switched back


The main issue is in pressured environments, like station scanning/hacking or Thargoid encounters where multiple types are used and switching via systems could get hairy. Then again, this adds to the nature of combined limpet controllers - it's that or you add a binding to 'cycle limpet controller' among its available functions, which is totally doable - it just adds more bindings.
 
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I don't think it should be implemented in this way. This is still quite restrictive. Instead, FDev should make a single limpet controller module, with a subsection similar to planetary vehicle hangars or fighter hangars, for limpet 'programs'. Have the higher class controllers allow for higher class limpet programs, and have the grade determine how many limpet programs you can stuff in.
 
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