The one concrete example we have turns a weapon on its head with a shield healing capability. All controversy aside for this thread, let us extrapolate from this. Let us think about modifications in this vein: not number increases, but new or different functionality.
I will start:
I will start:
- Shield regenerator. Modifies a shield booster, instead of passively increasing shield capacity, this becomes a manually triggered device that replenishes your own shields at the expense of WEP power (self-healing equivalent to the healing beam).
- FSD: intra-system jumps. Jump to any main-level star (i.e. on the left column in the system map in binary, ternary etc. systems) in the current system, for a fuel expense higher than travelling there under normal supercruise conditions.
- Hull repair limpets.
- Launch computer. Docking computer that also gets you out of a starport.
- FSD disruptor. Instead of interdicting ships out of supercruise, this device slows down FSD charge-up of the target (you may want to have both a normal interdictor and disruptor).
- Railgun: Instead of automatically firing when charged up, this modification lets a railgun remain charged up. Hold the button to charge - only fire when you release it. Requires longer time before the next shot can be charged, compared to an unmodified railgun.
- Ammo racks. Turn regular cargo racks into specialized ammo racks. Loading ammo from the ammo rack into a weapon disables the weapon for a time (e.g. 1 minute).
- Rearm limpets. If you have ammo racks, it can deliver ammo from these to other ships.
- Hybrid FAOFF. A flight computer/ship modification; rotation is automatically stabilized like in FAON, translation movement behaves as in normal FAOFF.
- Ultra-light armour. Reduces ship armour even below the default while saving weight. Replaces the armour slot, so you can't have this and military-grade armour, and it acts as a multiplier, i.e. also reduces the effectiveness of hull reinforcement packages. You really only want to use this when you want to squeeze even that last bit of mass-saving out of your ship.
- Booby-trap. (I am surprised and delighted this word is not censored by the forums.
). Replaces the contents of a cargo canister with a time bomb (countdown starts when you jettison or abandon it) while keeping the outward appearance and digital signature of the original cargo.
- Dirty injection. Illegal in most jurisdictions. Changes the engine exhaust into a corrosive plasma at the expense of twice the regular fuel consumption. Ships on your tail (up to a certain distance) take damage (first to shields, when unshielded then to the hull) while in your engine wash.
- Gas scoop. Fuel scoop modification that allows it to draw fuel from gas giants' upper atmosphere at a significantly lower rate than from a star.
- Manual boost injection. Instead of providing one big speed boost, you now boost for as long as you hold down the boost button, allowing smaller boosts and a single long boost until ENG is drained.
- Retro boost. This modification to the thrusters gives the retro-thruster a limited boost capability, manually activated like the regular boost, for faster deceleration at the expense of ENG power.
- Custom laser emitters. Replaces the emitter material in a laser, changing its wavelength (i.e. colour). Has no effect on the damage or other statistics, this is a purely cosmetic change. Different engineers would provide different colours.
- Overcharged flood lights. The frontal lights on your ship are now twice as strong, but consume a bit of extra power (passive draw on the power plant) while activated. Good for those RES on the dark side of a planet.
- Sensor disruptor. This modified ECM depletes the entire WEP bar (it needs to be full for the device to function) and emits an EMP that disrupts the sensors of all ships within a certain range, including your own. All sensors get scrambled and no longer show useful information; lots of blinking square icons in random locations; similar to when ships are beyond the sensor range. Anyone affected (including yourself) cannot acquire a target lock and cannot get locked on themselves for the duration.
- Decoy launcher. A modified heat sink launcher that also attracts any (including your own' and your allies') heat seeking ordinance, e.g. seeker missiles.
- SRV lasers. Replaces the rapid-fire plasma cannons on an SRV with dual pulse lasers.
- SRV multi-cannons. Replaces the rapid-fire plasma cannons on an SRV with dual multi-cannons.