Exploration: "FSD Enhancement Coil" utility module

So the Anaconda is the ship of choice for exploration. Why? Mass.

This proposal is to make all the larger ships viable for long jump distances, at the cost of durability and a size 7 slot. It only needs to come in size 7, as that requires the largest slots in all the largest ships.

What this would do, is roughly bring the hull and core modules in line with Anaconda-class range, by giving them the effective mass (only for purposes of FSD use) of an exploration-fit Anaconda. I think that's about 600t? Maybe a little different for the Cutter. Perhaps this should allow exploration ships to bring non-gimped modules? At the cost of sacrificing one of the biggest slots, and not being able to slap lightweight on a few underpowered core modules. (Mounting the coil would ignore under-sized Core modules, might as well bring better ones.)

For drawbacks, well, you're losing a big slot. The Cutter doesn't have room for all the necessary modules AND a limpet launcher, even (well, not without my size-3 Discovery+DSS combo module idea, anyway.) Cutter/T9 have more slots, and Anaconda has the most slots.

A second drawback should probably be a hit for serious combat. Like a cap on shield/armor values, so that taking a large shield and a lot of reinforcements would be ineffective. Yet, a more reasonable combat build would be viable. I do not think it needs to affect cargo capacity beyond taking up a large slot.

Third drawback: the mass discount from the module would apply (at least primarily) to only hull and Core modules. All the Utility modules are extra, all the weapons are extra, and all the hardpoints are extra. (And shield booster spam would be nullified completely by the shielding drawback inherent in the module. No massive shields, no massive hull, no huge resists.)

Ideally, an armed build would hit what, 40ly easily? And a fully lightweight build with no weapons and smallest modules should cap at 50ly. This is across-the board for Cutter/Corvette/Type9/Anaconda. Allowing them to take actual weapons, yet still have real jump ranges, yet have inferior combat performance compared to combat-optimal ships with normal jump ranges. And a purpose-built Anaconda is still superior in range, though I would expect people to bring one of these, A-rate an Exploraconda, and it still has the best number of slots, the Cutter/T9 only has 9 non-reserved.

Beluga has no size 7 slot, though. Hm. And the Clipper has a size 7...

Perhaps a size 6 version that requires a medium-pad ship? Exploration Pythons? Same kind of deal. No reason to NOT have exploration Clippers? Exploration Federal Gunship that has to make some hard choices? I guess! Beluga could use a bone here as well, and why not have Orcas with better internals exploring too.
 
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I can understand that liners... well OK ships with passenger compartments could use a 'Very' high jump range for those times when some awkward rich kid tells you that they want fresh fruit for their journey and you're already 150ly down the line... (pick an air lock)

Options are always good and having a ship you prefer to be in even more versatile adds to the enjoyment of the game, however I cannot understand the obsession of high and super high jump ranges... as far as I know the most distant reachable system Beagle Point has been reached and unless we get a significant increase in range we're going nowhere further.

If you get to the edge of the bubble and travel just 100 ly further you'll find a plethora of undiscovered systems, they still pay and that still allow you to have your name on them... and the best thing is they're close to each other thus allowing you to use your 'happy' ship.

Travel a thousand light years in any direction at a snails pace and you'll get hundreds of first discoveries and a heap of data.

The Bigger the Jump the more you miss!




Just for the record... No, I understand it's not any kind of record :p
14k jumps
12k systems visited (did a heap of trading to start, and still enjoy flipping around in the bubble)
260k total distance
30k+ max from start
7000 km (7.23MM) SRV... at average 20 mps that's 4 days sat in there (I've yet to circumnavigate a world though... one day I suppose...)
 
I can understand that liners... well OK ships with passenger compartments could use a 'Very' high jump range for those times when some awkward rich kid tells you that they want fresh fruit for their journey and you're already 150ly down the line... (pick an air lock)

Options are always good and having a ship you prefer to be in even more versatile adds to the enjoyment of the game, however I cannot understand the obsession of high and super high jump ranges... as far as I know the most distant reachable system Beagle Point has been reached and unless we get a significant increase in range we're going nowhere further.

If you get to the edge of the bubble and travel just 100 ly further you'll find a plethora of undiscovered systems, they still pay and that still allow you to have your name on them... and the best thing is they're close to each other thus allowing you to use your 'happy' ship.

Travel a thousand light years in any direction at a snails pace and you'll get hundreds of first discoveries and a heap of data.

The Bigger the Jump the more you miss!




Just for the record... No, I understand it's not any kind of record :p
14k jumps
12k systems visited (did a heap of trading to start, and still enjoy flipping around in the bubble)
260k total distance
30k+ max from start
7000 km (7.23MM) SRV... at average 20 mps that's 4 days sat in there (I've yet to circumnavigate a world though... one day I suppose...)

I suggested a module, and you responded by giving the e-stats of your exploration genital size? Wow.

No, the number of systems that you have explored doesn't matter. This is about jump range, and ability to traverse. A ship with large jump range can very easily set route to economical, and explore a lot.

This idea is entirely about getting out and back a little faster. Or getting out to Colonia with a combat ship, then taking the module out and swapping it for something else. Or passenger missions.

But MOSTLY about getting different ships out that are not DBX, AspX, or Exploraconda. Granted, you can take ANYTHING out, but they are generally a test of endurance, and completely inefficient.
 
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I suggested a module, and you responded by giving the e-stats of your exploration genital size? Wow.

No, the number of systems that you have explored doesn't matter. This is about jump range, and ability to traverse. A ship with large jump range can very easily set route to economical, and explore a lot.

This idea is entirely about getting out and back a little faster. Or getting out to Colonia with a combat ship, then taking the module out and swapping it for something else. Or passenger missions.

But MOSTLY about getting different ships out that are not DBX, AspX, or Exploraconda. Granted, you can take ANYTHING out, but they are generally a test of endurance, and completely inefficient.


I'm not offended by your misunderstanding of the stats at the bottom of the post, they are there simply to augment my point of 'Massive jumps miss much'

Life is about the journey not the destination! [up] Fly safe!
 
I'm not offended by your misunderstanding of the stats at the bottom of the post, they are there simply to augment my point of 'Massive jumps miss much'

Life is about the journey not the destination! [up] Fly safe!

And now, you respond with a holier-than-thou attitude and inapplicable platitudes. Your time might have no value, but I put a bit more importance on mine.


Sure, something with a 10ly range can go between most stars (not out near the edge of the universe, anyway) but if you actually want to MOVE, you have to skitter around. Giving MOST of the bigger ships the ability to become exploration vessels would put more variety into the occupation. Exploration T9, or Cutter, or Corvette? Fun. Instead of having most of the exploration done only by the ships with the biggest FSD-to-mass ratios.

But if ships can actually get to a nominal base jump range, AND have the ability to actually bring decent modules and guns along, that opens up a whole new arena.
 
I've no interest in getting into a childish flaming match with a faceless person.
At no time did I disrespect you or your idea... to the contrary in fact, I showed understanding that a long jump would be useful for some missions, but maintain that there is no NEED for a long jump on all ships as there is no NEED to have the biggest gun or the highest top speed or whatever other 'Bragging point' you want available for every ship, if you want 70-80 LY jumps then fly an Anaconda or use the Neutron highway!
If my post irritated you then I apologise for having an opinion or at least perhaps expressing it.

As ever Pete.
 
I've no interest in getting into a childish flaming match with a faceless person.
At no time did I disrespect you or your idea... to the contrary in fact, I showed understanding that a long jump would be useful for some missions, but maintain that there is no NEED for a long jump on all ships as there is no NEED to have the biggest gun or the highest top speed or whatever other 'Bragging point' you want available for every ship, if you want 70-80 LY jumps then fly an Anaconda or use the Neutron highway!
If my post irritated you then I apologise for having an opinion or at least perhaps expressing it.

As ever Pete.

And yet, you had to say that. Thanks for the bump!

Now you trot out the old "I don't like it, so nobody NEEDS it" argument. Nobody even NEEDS to install Elite, many people go their entire lives without doing so, in fact. Your argument is flawed and bad. Along with being inapplicable to the topic at hand.

You also seem to be bad at reading and math, and for that, I pity you. I clearly suggested a module that allows reasonably heavy ships to hit 40ly, and lighter/unarmed ships to get around 50ly, allowing them to actually MOVE a little when they want to put some distance down. And a lighter ship with the module simply would not benefit, as it would provide a "bonus" that would make the effective FSD mass HEAVIER for skinny exploration ships!

None of this allows record jumps, and a finely tuned Exploraconda would still put down more range, at the cost of being absolutely useless for anything else once it gets there. What this WOULD allow, is for exploration in a ship that can actually defend itself a little, rather than having to strip down to bare bones to move with any decent speed. It devalues exploration by exactly zero, because it does not make a minimum jump of any sort. You can explore nearby systems quite easily, and the only bonus this would provide for that, is that you would use less fuel in jumps.

And, when the time comes to go turn in data, and fly back out to another area? You can do it a bit faster. That's pretty much the entire change, despite whatever you decided I was talking about in your own head.
 
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