detailled surface scanner and flight assists quality of life changes

Thanks for all the convenience and quality of life features that were added last year like the SCO-FSDs or engineering rebalance. It’s more enjoyable to play now with investing time in the fun parts of the game. Please keep up the good pace.


Detailed Surface Scanner as utility slot item

Please reconsider in shifting the DSS from the optional internals to the utility slot. This would allow explorers/miners to free a slot 1 for other items such as limpet controllers or flight assists. Any other scanner for mining, anti xeno or piracy/bounty hurting is a utility slot as well. I know the origin from back in the days where also the discovery scanner was an optional internal and there it made more sense, but as of today please shift the DSS to the utility slot and consistently join it with all other scanners there.



Flight Assists

Personally, I’d prefer having both the supercruise assist and docking computer as an integrated standard feature in every ship like the discovery scanner, rather than occupying dedicated slots. I started playing in 2014 and still fly most of the time without them, but sometimes it would just be nice to activate the features for autodock in the right-hand panel. Any CMDR not wanting the assists could easily deactivate them there. With the dedicated slot 1 optional slot that were added to ships when the modules were first introduced, you have to choose one over the other or waste a more potent lager slot for a slot 1 item in medium/large ships. Please consider making the auto docking/landing and super cruise assist a standard ship feature with controls as they are right now in the left/right hand-panel or combine them both in a single slot 1 optional internal.
 
Thanks for all the convenience and quality of life features that were added last year like the SCO-FSDs or engineering rebalance. It’s more enjoyable to play now with investing time in the fun parts of the game. Please keep up the good pace.


Detailed Surface Scanner as utility slot item

Please reconsider in shifting the DSS from the optional internals to the utility slot. This would allow explorers/miners to free a slot 1 for other items such as limpet controllers or flight assists. Any other scanner for mining, anti xeno or piracy/bounty hurting is a utility slot as well. I know the origin from back in the days where also the discovery scanner was an optional internal and there it made more sense, but as of today please shift the DSS to the utility slot and consistently join it with all other scanners there.
This makes some sense to me after all there are utilities that fire things already my only concern is that most ships have many more optional slots than utilities hard points.

Flight Assists

Personally, I’d prefer having both the supercruise assist and docking computer as an integrated standard feature in every ship like the discovery scanner, rather than occupying dedicated slots. I started playing in 2014 and still fly most of the time without them, but sometimes it would just be nice to activate the features for autodock in the right-hand panel. Any CMDR not wanting the assists could easily deactivate them there. With the dedicated slot 1 optional slot that were added to ships when the modules were first introduced, you have to choose one over the other or waste a more potent lager slot for a slot 1 item in medium/large ships. Please consider making the auto docking/landing and super cruise assist a standard ship feature with controls as they are right now in the left/right hand-panel or combine them both in a single slot 1 optional internal.
It was only one additional internal slot added for larger ships small ships got two extra slots to fit those modules when they were introduced.
I and lots of others when this suggestion reappears from a new source and with slightly different wording are concerned that if the modules are effectively removed then the extra slots that they brought in will also be removed as unnecessary.

Besides managing limited resources is part of the game.
Being able to switch something off that you don’t want to use is not the same level of decision making as choosing whether you want some help with your flying or a different capability on your ship.
 
I and lots of others when this suggestion reappears from a new source and with slightly different wording are concerned that if the modules are effectively removed then the extra slots that they brought in will also be removed as unnecessary.

I have builds that only work because of the extra slots. Please don’t risk them.
 
Besides managing limited resources is part of the game.
Being able to switch something off that you don’t want to use is not the same level of decision making as choosing whether you want some help with your flying or a different capability on your ship.
I can understand your point about module management being part of the game, and it definitely makes it more interesting having to choose ships that would include these features. All I would ask is that there be a size 2 or 3 module in which the super cruise assist and landing assist are combined.
 
I can understand your point about module management being part of the game, and it definitely makes it more interesting having to choose ships that would include these features. All I would ask is that there be a size 2 or 3 module in which the super cruise assist and landing assist are combined.
But that could still put the extra size 1 slots we gained at risk.
 
No it won't. That's like saying new weapons are going to take away hardpoints, because having too many hards might overpower them. Just like FDEV balanced the multi-limpet controllers by making them heavier and more power hungry. The amount of effort in coding to remove a module slot from players that may or may not already be loaded with a module... It's a headache to think about and a colossal waste of time, where as designing a new module with mechanics already implemented and tested in game would be relatively simple and add to player choices.
 
No it won't.

Why not? They were specifically added to take those items, why shouldn't they go away when no longer needed for those items. Just saying because, which effectively did there because none of those examples are relevant to the point, doesn't cut it!
 
Why not? They were specifically added to take those items, why shouldn't they go away when no longer needed for those items. Just saying because, which effectively did there because none of those examples are relevant to the point, doesn't cut it!
That's like saying new weapons are going to take away hardpoints, because having too many hards might overpower them. Just like FDEV balanced the multi-limpet controllers by making them heavier and more power hungry. The amount of effort in coding to remove a module slot from players that may or may not already be loaded with a module... It's a headache to think about and a colossal waste of time, where as designing a new module with mechanics already implemented and tested in game would be relatively simple and add to player choices.
 
That's like saying new weapons are going to take away hardpoints, because having too many hards might overpower them. Just like FDEV balanced the multi-limpet controllers by making them heavier and more power hungry. The amount of effort in coding to remove a module slot from players that may or may not already be loaded with a module... It's a headache to think about and a colossal waste of time, where as designing a new module with mechanics already implemented and tested in game would be relatively simple and add to player choices.

No it's not because no new slots are added when new weapons are made available, you still have the same number so there's no reason to remove any, but new module slots were added when the DSS and stuff were added, specifically for those modules, so if you take those particular modules away then it makes sense to take away the module slots that were added for them, your argument still makes no sense and just repeating the same thing over and over again won't make it any more relevant! In fact it becomes trolling at that point!
 
Detailed Surface Scanner as utility slot item
I would add DSS version for utility slot so it would be either optional internal or utility module. I'm against moving it to utility slot exclusively.
Flight Assists

Personally, I’d prefer having both the supercruise assist and docking computer as an integrated standard feature in every ship like the discovery scanner, rather than occupying dedicated slots. I started playing in 2014 and still fly most of the time without them, but sometimes it would just be nice to activate the features for autodock in the right-hand panel. Any CMDR not wanting the assists could easily deactivate them there. With the dedicated slot 1 optional slot that were added to ships when the modules were first introduced, you have to choose one over the other or waste a more potent lager slot for a slot 1 item in medium/large ships. Please consider making the auto docking/landing and super cruise assist a standard ship feature with controls as they are right now in the left/right hand-panel or combine them both in a single slot 1 optional internal.
I'm used to what we have now. Supercruise assist is a must have for me, simply as QoL feature that manages throttle and target aim, so I have it on all my ships and I consider slot occupied by it as well used one. Autodocking is another QoL feature and I like to have unless I wish to have something else installed in it (surface scanner for example in exploration ship).
Instead of combined flight assist I would like to have option to hire NPC pilot with ability to jump and dock to selected by me station or settlement- available on ships with multicrew option only.
 
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