Without meaning to be a complaining humbug aren't they reducing the huge scale and distances of the galaxy by adding yet more stuff that can give us bigger jump ranges? Colonia and Sag A are getting into the casual Sunday drive territory.![]()
For the FDL I think this applies to PvE too...
Thanks Moose!
So basically everyone will only use the 5H module, the best one, to add a flat amount of 10lys to their ships jump range. The negatives being increased power usage and every jump now consumes 125% more fuel.
On the plus side, I love how Frontier have made it a flat light year increase rather than a percentage. This greatly helps to mitigate jump range creep by moving all ships up in range by the same number. This way the Anaconda with its broken hull mass gets less of a boost comparatively than it normally would, and that is a very good thing for ship balance.
On the negative side, four of those five modules are pretty useless and no one is going to ever use them, LOL. Much like the shield booster module grades other than A.
Also, WHY ISN’T THIS A UTILITY MODULE?????? So now ships like the DBX with limited internal space are gimped as it ONCE AGAIN can’t fit all of the modules desired for deep space exploration!!!! I mean really Frontier, has anyone there even given this any thought at all from the players point of view? This fracks, as I had grown to love the new improved DBX a whole lot. Now it’s yet again relegated BACK to mothball status.
FRACK.![]()
Agreed.This won't be that useful for regular commuting inside the denser part of the galactic disc (once they get it to work at all). I can see a few niche applications:
- extreme explorers like Mengy who want to reach the most outlying stars, under the as of yet untested assumption that the booster stacks with Jumponium and/or Neutrons
- combat ships with a poor jumprange, no matter what you do
- min/max combat builds with a downsized FSD to get out of the combat situation into SC, and using the booster to be able to jump to the next system
- T-9s who would otherwise struggle to reach 15 ly fully loaded, but have the internals and fuel tanks to cope with the bosoter's demands (power would be another issue)
This is unusable on DBX because even now we have slow scoop time with only 4A scoop. With higher fuel consumption it is quite possible that you would get slower overall speed.
You're kidding me? When will FD stop adding more and more and more modules, stats, magic side effects, weapons and upgrades and actually decide to instead just add more involved things to actually do with your ships...
You're kidding me? When will FD stop adding more and more and more modules, stats, magic side effects, weapons and upgrades and actually decide to instead just add more involved things to actually do with your ships...
...
Doesn't make much sense to me.
so that would basically only apply to 'vettes/Cutters/'condas/Pythons
Run to SC: HPs retracted, spool up FSD, booster is booting
Considering that players use FSDs that are so weak that they can't even leave a system and the advantages of defensive modules in combat scenarios so big - why would anybody use such FSD boosters in a combat ship?
The jump-range of combat ships became absolutely meaningless the moment ship transfer became available.
The FSD boosters are a novelty for explorers. Not needed, but nice to have and in the end not worth the grind-re-log-non-gameplay-loop needed to get access to those things.
April's fools!
Which all have plenty of power so don't need to fit an undersized FSD to begin with.
Does the booster boot up faster than the FSD would? There's also a fast boot mod for FSDs for the purpose of powering it down in combat. Provides -80% boot time.