Guardian FSD booster question

This could work on a ExplorerConda. It has enough free slots for the 5H module and an extra fuel tank. Maybe also for a T9, sacrificing cargo for range and fuel if needed.
But for smaller explorer ships and most combat vessel builds its not viable. 125% extra fuel consuption!!!! It's like telling us: Do not use it!!! Rather grind a few materials for some FSD synthethis.
 
Sticking this thing on my Corvette gave me more than 30LY jump range. It was like being in an alternate dimension.

Of course, it doesn't actually work at the moment, but just seeing the numbers there was encouraging. lol.

My luck, it's not even supposed to be in the game yet and they'll take it back, or something, instead of fix it.
 

So not played this year... So to get this magic spell module, you need?:-
8 Guardian Module Blueprint Segment
42 Guardian Power Cell
42 Guardian Technology Component
24 Focus Crystals
8 HN Shock Mount


So where/how do you get the Guardian related stuff for the magic spell module?

ps: Just writing this post made me grimace at the inane vapity of it. ie: The needless grind inducing bar raising mechanics!


I am almost afraid to ask.... but how do you get the guardian 'materials/blueprints' to unlock the fsd boost?
Glad to see I'm not alone :)
 
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125% extra fuel sounds awful at first, but... i wonder how will it interact with fuel consumption dependency on max jump range in relation to current jump distance.
In another words, lets say we have corvette with 18Ly range. We add class5 booster, it now has 28Ly range. How much fuel will it use for 18Ly jump compared to base 8T without booster? How low base jump range has to be, for ship with jump booster to become more fuel-efficient on same distance jumps?

So not played this year... So to get this magic spell module, you need?:-
8 Guardian Module Blueprint Segment
42 Guardian Power Cell
42 Guardian Technology Component
24 Focus Crystals
8 HN Shock Mount


So where/how do you get the Guardian related stuff for the magic spell module?

ps: Just writing this post made mu grimace at the vapity of it. ie: The needless grind inducing bar raising mechanics!
For everything apart from module blueprint you just go to guardian site and loot it, easy enough.
For blueprint however... for each unit of this minigame similar to settlement datapoint scanning has to be completed, it is exactly the same each time and resets on relog. Whoever thought that doing exactly the same thing without the slightest variation with relog-resetting being part of it is fun... i do not even know what to say here...
 
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So not played this year... So to get this magic spell module, you need?:-
8 Guardian Module Blueprint Segment
42 Guardian Power Cell
42 Guardian Technology Component
24 Focus Crystals
8 HN Shock Mount


So where/how do you get the Guardian related stuff for the magic spell module?

ps: Just writing this post made me grimace at the inane vapity of it. ie: The needless grind inducing bar raising mechanics!


Glad to see I'm not alone :)

Pick any Guardian Structure sight and then grind like there is no tomorrow. Destroy the sentinels and pick up the stuff they drop, do the Orb Event to get your one blueprint, relog, repeat a dozen or more times. Have fun?
 
For everything apart from module blueprint you just go to guardian site and loot it, easy enough.
For blueprint however... for each unit of this minigame similar to settlement datapoint scanning has to be completed, it is exactly the same each time and resets on relog. Whoever thought that doing exactly the same thing without the slightest variation with relog-resetting being part of it is fun... i do not even know what to tell here...

Do the Guardian Ruins circus several times over.

So, this gameplay is being carefully added to keep you interested/motivated, or in my case, entice you back to the game?


Anyway, maybe see you back in the game Q4 when the real improvements are supposedly coming...


Pick any Guardian Structure sight and then grind like there is no tomorrow. Destroy the sentinels and pick up the stuff they drop, do the Orb Event to get your one blueprint, relog, repeat a dozen or more times. Have fun?
It's like FD add a bunch of shallow gameplay and then try and work out how they can "force" CMDRs to grind it as much as possible?

Just can't face it!
 
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I just did my 36 missing technology components in about two hours - including flying out there. So it's not that bad if you were lucky enough to have enough blueprints...
 
There have been (quite recently) complaints from combat pilots who fitted undersized FSDs into their combat builds and then found themselves unable to get out of a system where they were wanted and Notorius. The only reason I can imagine for underiszed FSDs in a combat ship would be that you don't have to power it down when deploying hardpoints, so you don't have to wait for the FSD to boot once you decide to perform the Brave Sir Robin maneuver.
For exactly this niche case, you could (provided you can spare that class 4/5 slot, so that would basically only apply to 'vettes/Cutters/'condas/Pythons) fit a Guardian booster and priorize it down so it gets powered off with HPs deployed.

Combat: HPs deployed, FSD still hot, booster powered off
Run to SC: HPs retracted, spool up FSD, booster is booting
High wake from SC: 10 seconds after you have retracted HPs, you are ready to jump out

10.2 ly jump range on a combat ship is bearable - 10 ly from the booster, 0.2 ly from your pitiful FSD. And 225% from 0.6 tons of fuel per jump would actually be less than anything you could get from a regular FSD. 1.35 tons of fuel for 10 ly in a Cutter means a theoretical range of 64t/1.35t * 10 ly = 470 ly on a full tank.

Its weight, not power. The difference can be almost 100 m/s.
 
Its probably the BSG fan in me but my Big Explorer Ship is a corvette, fully armed. This is grear for it. Obviously sucks for pvp but it still owns in pve. :)

I agree the Corvette is a nice exploration vessel (even with military armor and weapons), it just takes some time to get somewhere. For me 10 ly more jump range wouldn't justify the grind to get the guardian thingies required. Doesn't mean that I think others should get those boosters.
 
125% extra fuel sounds awful at first, but... i wonder how will it interact with fuel consumption dependency on max jump range in relation to current jump distance.
In another words, lets say we have corvette with 18Ly range. We add class5 booster, it now has 28Ly range. How much fuel will it use for 18Ly jump compared to base 8T without booster? How low base jump range has to be, for ship with jump booster to become more fuel-efficient on same distance jumps?
Very interesting point.

Using 2.25x fuel for a full-length jump, you'd use 1x fuel for a jump approximately 70% of that length. So if your normal jump range is less than ~23 LY, adding the booster will let you make jumps at your *normal* range for less fuel than before - with larger benefits the worse your range is.

So, plot the route with the booster turned off, then turn on the booster and start jumping without replotting, and you should need to scoop less than normal.

Again, a bit niche - there aren't many ships with poor jump range, poor fuel scooping *and* enough internals that they can give away a size 5 easily - but it could have its uses.
 
Pick any Guardian Structure sight and then grind like there is no tomorrow. Destroy the sentinels and pick up the stuff they drop, do the Orb Event to get your one blueprint, relog, repeat a dozen or more times. Have fun?

Nope. I started a topic on it earlier: doing a site more than once is ridiculousgame design. Which is why I like the concept of the module, but wont have one.
 
Pick any Guardian Structure sight and then grind like there is no tomorrow. Destroy the sentinels and pick up the stuff they drop, do the Orb Event to get your one blueprint, relog, repeat a dozen or more times. Have fun?

I don't get it, not happy with the personal narative ?

ROFL

Worst part : The Ram Tah mission is actually quite fun to do, esp in coop. But it's been deliberatly designed in a way
that by the end of the mission you might be able to unlock the gauss cannon. Everything else is grind-locked.

And here no one can spin the "play normally and it'll eventually come up" white knight mystical tale.

It got the greasy fingerprints of the "We value your time" usual suspect all over it.
 
I agree the Corvette is a nice exploration vessel (even with military armor and weapons), it just takes some time to get somewhere. For me 10 ly more jump range wouldn't justify the grind to get the guardian thingies required. Doesn't mean that I think others should get those boosters.

I agree. I'd love to put it on my corvette, but wont do the grind on general principle.
 
Nope. I started a topic on it earlier: doing a site more than once is ridiculousgame design. Which is why I like the concept of the module, but wont have one.

It's just looks like (more) epically shallow lazy design. Go and farm this point and click gameplay for X hours... over and over... repeat...


I don't get it, not happy with the personal narative ?
LOL!! What happened to that feature?
 
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It's just looks like (more) epically shallow lazy design. Go and farm this point and click gameplay for X hours... over and over... repeat...


LOL!! What happened to that feature?

It is. It is almost devoid of challenge, there is no variation and you have to do it over and over without there being any alternative. Its pretty much the textbook definition of a grind, just like for example unlocking an engineer by flying the same rares-trip over and over.

Its really poor.
 
For blueprint however... for each unit of this minigame similar to settlement datapoint scanning has to be completed, it is exactly the same each time and resets on relog. Whoever thought that doing exactly the same thing without the slightest variation with relog-resetting being part of it is fun... i do not even know what to say here...

You really do have wonder.
Are they not even the slightest bit embarrassed? Sandy - have pity on us poor fools.
Would be interesting to see this example of game-play in ED discussed in a 'magazine' review of the game.
I guess they will address this by stopping the relogging and forcing us go to eight different places, several hundred LY apart.
 
It's just looks like (more) epically shallow lazy design. Go and farm this point and click gameplay for X hours... over and over... repeat...
its because they get away with such lazy design.. and its nothing new.

im not sure if they are being lazy, or they just dont know good gameplay..
 
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