Exploration focussed FSD, Disables, draws additional pwr from weapons slots, quick fix until Xmas.

I feel these topics don’t get as much clickbait attention and devs steel clear of conversations that mirror their decision making process with to many levels of contingency.

New Module: Exploration FSD- Draws additonal power from and hence disables Weapons “slots”
A change that’s easy on the Game Engine and is in no way of interest to anyone but explorers- who are the Stellar Forges greatest Devotees.
Could this be a solution that doesn’t impinge on non explorers.

Why FRame Shift Drive range?
Range is handy for Crossing voids above the galactic plane, bridging spiral arms not as profound as the use of the Neutron highway and FSD enhancing jumponiums.
That’s just the numbers, and has really been well documented by players. I’ve been convinced by player posts when I first joined the forum that on exploration range trips it is the difference 5-20 minutes whereas getting stuck in a void- that’s a real problem if the last respawn station is 3 hours back. If you’re playing in 1 hour chunks, not the entire Colonia trip of course.

To just go out to untraveled regions that don’t have stations seems Valuable, 1.would this help that, 2.would it reduce the sense of scale compared to the much larger effect of Neutron/ Jumponium?
Of course I was only thinking of Anaconda jump distances, parity so it’s not one of only two ships.

But after the google and players research numbers. . .
it is the Neutron Highway and Jumponium effect that is significant.
But! I like ships, so those mechanics don’t feel as good as having a “ship that conquers the stars”, I know it amounts to the same thing, with the new Neutron mapping, and perhaps ubiquitous Material traders, and much less spontaneity.
But
in this case I’m the Grandfather, wishing for the good ol’ “what the old girl can do”, quite a ship, gameplay, where it’s all about the ship, not the proximity of Mats traders etc.
When it’s the ship it’s all yours baby!!!! Traders, we don need to stinkin traders.

Now this is a case where I may be the problem and you can legitimately say, “move on”, “then don’t Play”, “Git gud” cause really it’s just my Sci Fi preference.
But here, isn’t everything?
Thanks.

Post Script: would explorers spreading out across the galaxy negatively impact the game engine somehow? Should only a few ship variants take advantage of this module such that cooperative gameplay is required - repair, refuel ships- to get a broad range of vessels across the galaxy.
Beach headed by a few variants.
Do exploration only engineers create this module- that’s more mechanics though?
What does this mean for multicrew exploration, ride alongs can be great company.
Ship launched fighters could be surveyors, scanners, things to do in a noncombat scenario. Is this hard on the game engine/net code, do tell?

I feel these topics don’t get as much clickbait attention and devs steel clear of conversations that reveal their decision making process with to many levels of contingency.

#station free exploration
#the only Stellar Forge in all Gaming.
 
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