Got any ideas for new modules? Post here.

So on a rather long trip this evening I had plenty of time to think, and those thoughts led me to variety in modules for ships. Hopefully we will see some new stuff aside from just weapons in 2.1. What are some of your ideas for items/modules?

For me, I like these:
Scanner range booster (Utility)
Increases the range by X per rating E, D, C, B, A for surface scanners (Exploration)

Covert Cargo Racks (Internal)
Not discovered by scanners by both players and security. Drawback would be reduced capacity and or price. (Smuggling)

Frame Shift Drive Interdictor Reflector (Internal), geesh that's a mouthful.
With increases in rating, has a chance to reflect or block Interdictions. (Trading/smuggling)

Variety in weapon ratings. I've not yet figured out why, for example, a 1E Beam laser is only a 1E and there isn't a D, C, B, and A. I would love variety.

Fuel tank expansions, I know we have additional fuel tanks option, but I would sincerely like to increase or decrease the base fuel tank capacity of all ships, currently we only have the option to decrease, I know this one may be a sore spot for some, but I hate having to take up precious module space for more fuel, and in a ship like the Corvette, it's almost a necessity. OR perhaps we could also have rating variety here, For example a 5C and 5A fuel tank would offer the same amount of fuel, but A would have higher quality, or more pure fuel allowing for extended distance.

I am curious to hear some other peoples thoughts on what you would like to see in game as far as modules, weapons and items. This isn't about features, so no NPC wings, or Player Own Stations, or NPC crew... well you get the point;)
 
Advanced docking computer that handled take off and landing. Additionally it would have the "Let's kill the player" subroutines removed.

Ability to fit lower class sensors and life support modules

Battery boosted AMFU so it can repair power supplies.

Combined advanced and detail scanner module

Extra Material racks to boost capacity from 300 to say 400, 500 or 600.

Fluffy dice and pine tree air fresheners ;)
 
Interdiction Cloak - limited use module to fend off interdictions - maybe not kill them immediately but throw the attacker off target to give you a bit of a head start

Super Cruise ID Mask - Allows you to pretend to be a different kind of ship (to lure pirates or deter pirates for example)

Remote Probe - Allow you to send a probe with visuals to scout a target
 
Module adapters.
These would have some weight and possibly power requirement but would let you fit several lower class modules into one larger slot.
Adapters wouldn't allow complete reuse of the space, so a class 2 adapter wouldn't give you two class 1 slots - meaning there wouldn't be a class 2 adapter. But you could have a class 3 adapter that gave you 3 class 1 slots perhaps or a class 2 and a class 1.
Cost/rating of adapters would reflect weight, power draw (if any) and % loss of available space. I'd suggest losing a minimum of 25% of space.
You still, obviously, have to deal with the power draw, weight and heat effects of any modules you use with the adapter.
 
A real ejection seat/pod function.

Would alleviate griefing and combat loggers issues.

Externally mounted hardpoints. For essentially everything with little to no power draw like cargo racks.
 
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Auxiliary power unit driven by a turbine that is brought into motion by the exhaust gas of your main thrusters. Power generated would depend on your throttle position. Zero power would be generated when the throttle is zero.

The downside would be that this requires an internal module slot and would decrease top speed and acceleration. The unit's weight would also have an adverse affect on ship maneuverability.

Power Generated would not be more than 30% of the power consumed by the thrusters. In addition the unit is not designed for long term operation and would eventually degrade with use until it hits 0% over a period of several hours. This would effectively make this unit a very situational piece of equipment that you would have to plan ahead and not just another power plant.

I can see this unit being used to help support life support, sensor, and scb power requirements on combat ships. It could also be useful in helping you run away if your PP is damaged and you are running at 50% power.
 
Not a module per se, but cargo that explodes on impact. That would allow a large cargo ship to carpet bomb a planetary location. Would be useless in space as the cargo would just float without gravity.

Just imagine an innocent looking T9 enter orbital cruise, descend down to an altitude of 10km, and release its payload of 500 tons of bombs over the target.
 
Auxiliary power unit driven by a turbine that is brought into motion by the exhaust gas of your main thrusters. Power generated would depend on your throttle position. Zero power would be generated when the throttle is zero.

The downside would be that this requires an internal module slot and would decrease top speed and acceleration. The unit's weight would also have an adverse affect on ship maneuverability.

Power Generated would not be more than 30% of the power consumed by the thrusters. In addition the unit is not designed for long term operation and would eventually degrade with use until it hits 0% over a period of several hours. This would effectively make this unit a very situational piece of equipment that you would have to plan ahead and not just another power plant.

I can see this unit being used to help support life support, sensor, and scb power requirements on combat ships. It could also be useful in helping you run away if your PP is damaged and you are running at 50% power.

I did a challenge of cycling from the UK to Australia using a home exercise bike. I used this to justify playing Elite for many hours a day because I could use pedals under my desk.

Your idea sounds perfect for a third-party pedal powered generator. The faster you pedal, the more power you have. :) Genius!

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Not a module per se, but cargo that explodes on impact. That would allow a large cargo ship to carpet bomb a planetary location. Would be useless in space as the cargo would just float without gravity.

Just imagine an innocent looking T9 enter orbital cruise, descend down to an altitude of 10km, and release its payload of 500 tons of bombs over the target.

Booby trapped cargo to blow up naughty pirates.
 
I know we're already getting deployable fighters but... I want combat drones, even if they do very little damage, I just love drones
 
I did a challenge of cycling from the UK to Australia using a home exercise bike. I used this to justify playing Elite for many hours a day because I could use pedals under my desk.

Your idea sounds perfect for a third-party pedal powered generator. The faster you pedal, the more power you have. :) Genius!

That is how turbochargers and turbines work. Google it, you may learn something.
 
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