So I like the concept of the Guardian FSD Boosters. I even like that they add a flat amount of light years rather than a percentage of optimal mass, this helps to prevent "jump range creep" of the long range ships outreaching the less capable ships from the perspective of the overall fleet.
However, the way the Guardian FSD Boosters are being implemented, as five internal modules ranging in sizes from class 1 to class 5 (in increments of 2ly range each) leaves much to be desired in my opinion. This design is serving to benefit large ships much more than the small and medium ships simply due to number and size of internals versus the number of module types now in the game. For example, combat players who fly ships like the Vulture, FDL, Viper, DBS, or Chieftain will be hard pressed to fit one of these into their ships seeing as they all only have 4 or 5 internals to work with.
Now lets talk about deep space explorers. Most explorers currently fly with six modules installed in their ships:
Sure some people explore with less than this but they give up an aspect of exploration or safety in order to do so. Fly without an SRV and you can’t collect jump mats or drive on planets. Forego the AFMU and you can’t use neutron jumps nor repair module damage. Don’t take a shield and watch your hull gradually diminish over time due to planet landings, not to mention how you put yourself at great risk every time you approach inhabited space. The majority of explorers currently fly ships with at least six internals for these reasons. An awful lot of players explore in ships like the Anaconda and Cutter because they can also bring repair limpets and mining gear too.
The FSD Boosters will add one more internal to this mix, and if you fly a ship with less than seven internals then you will need to either ignore boosters entirely or give up one of the above six modules.
How exactly does this impact the Elite fleet with regards to ship choices for explorers? Here is a list of all ships in the game sorted first by jump range and then by number of internals:
The ships highlighted in tan have 5 or less internals each (11 ships), the ships highlighted in orange have 6 internals (9 ships), and ships not highlighted have 7 or more internals (13 ships) and shouldn't be negatively impacted by the addition of one more module. It's no coincidence that the most popular exploration ships are in the top half of this list as they have the best jump ranges in the game, and about half of those have six internals each. Ships like the DBX, Orca, Dolphin, Courier, Keelback, Asp Scout, Viper IV, and Cobra III will all not be able to carry an FSD booster while also carrying the six modules listed above. Their options will be:
This scenario will greatly lessen the selection of ships explorers can choose from if they want to fly prepared and optimized for everything they can. It will only serve to further funnel explorers into Anacondas and Asp Explorers. The T6 might get more popular due to the FSD boosters, and now that the T7 had its range improved it also might start getting flown more, but a lot of popular small and medium exploration ships are going to be hurt by a lack of internal space.
Personally, and this is just my opinion, but I feel like these boosters should be utility modules instead of internal modules. For a few reasons:
In short, I love the idea, but do not care for the execution, as it's only serving to limit player choice with regards to ship selection. I wish these boosters were just utility modules instead.
However, the way the Guardian FSD Boosters are being implemented, as five internal modules ranging in sizes from class 1 to class 5 (in increments of 2ly range each) leaves much to be desired in my opinion. This design is serving to benefit large ships much more than the small and medium ships simply due to number and size of internals versus the number of module types now in the game. For example, combat players who fly ships like the Vulture, FDL, Viper, DBS, or Chieftain will be hard pressed to fit one of these into their ships seeing as they all only have 4 or 5 internals to work with.
Now lets talk about deep space explorers. Most explorers currently fly with six modules installed in their ships:
- ADS - Used to scan with.
- DSS - Earns extra credits and reveals materials present on planets.
- SRV - Used to drive on planets and collect materials.
- Shield - Saves hull when landing on planets, also can save the ship when interdicted.
- AFMU - Needed for neutron jumping or just to fix the ship due to mishaps, especially canopy repairs.
- Fuel scoop - Needed to refuel.
Sure some people explore with less than this but they give up an aspect of exploration or safety in order to do so. Fly without an SRV and you can’t collect jump mats or drive on planets. Forego the AFMU and you can’t use neutron jumps nor repair module damage. Don’t take a shield and watch your hull gradually diminish over time due to planet landings, not to mention how you put yourself at great risk every time you approach inhabited space. The majority of explorers currently fly ships with at least six internals for these reasons. An awful lot of players explore in ships like the Anaconda and Cutter because they can also bring repair limpets and mining gear too.
The FSD Boosters will add one more internal to this mix, and if you fly a ship with less than seven internals then you will need to either ignore boosters entirely or give up one of the above six modules.
How exactly does this impact the Elite fleet with regards to ship choices for explorers? Here is a list of all ships in the game sorted first by jump range and then by number of internals:

The ships highlighted in tan have 5 or less internals each (11 ships), the ships highlighted in orange have 6 internals (9 ships), and ships not highlighted have 7 or more internals (13 ships) and shouldn't be negatively impacted by the addition of one more module. It's no coincidence that the most popular exploration ships are in the top half of this list as they have the best jump ranges in the game, and about half of those have six internals each. Ships like the DBX, Orca, Dolphin, Courier, Keelback, Asp Scout, Viper IV, and Cobra III will all not be able to carry an FSD booster while also carrying the six modules listed above. Their options will be:
- Ignore the new FSD booster and not bother with it.
- Lose the SRV and give up driving on planets.
- Drop the shields and risk hull damage from landings and getting blown up upon return.
- Forego the AFMU and give up neutron boosts.
This scenario will greatly lessen the selection of ships explorers can choose from if they want to fly prepared and optimized for everything they can. It will only serve to further funnel explorers into Anacondas and Asp Explorers. The T6 might get more popular due to the FSD boosters, and now that the T7 had its range improved it also might start getting flown more, but a lot of popular small and medium exploration ships are going to be hurt by a lack of internal space.
Personally, and this is just my opinion, but I feel like these boosters should be utility modules instead of internal modules. For a few reasons:
- All five sizes are exactly 1.3 tons in mass each, so it seems odd that they increase in size and capability but not mass.
- Ships for all roles could much more easily spare one utility slot than one internal due to how many modules already crowd the game.
- Making the best range booster a class 5 slot is only serving to make the larger ships even better than the smaller ships, and I feel like it should be the opposite, meaning I wish the boosters performed better for the smaller ships and less for the larger ones who already have a plethora of positives in their favor. I think new features like these should strengthen ship diversity rather than further funnel everyone into the large expensive "end game" ships.
In short, I love the idea, but do not care for the execution, as it's only serving to limit player choice with regards to ship selection. I wish these boosters were just utility modules instead.