Guardian FSD booster question

I don't think that extra 10 ly is going to change my life significantly, I wouldn't lose a 5 slot for it anyway. I'd rather carry some mats to synthesize up my jumps if needed.
 
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. :p

Check out the bug report thread about the booster's fuel use. 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)

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Stuff this - I have a T-9. Where do I get the materials to unlock the booster? (JK, I know how to look up the Guardian thread)
 
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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.
 
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. :mad:

Ehhh, the DBX could fit a smaller model. I mean, why should such a small ship get all the benefits of more expensive ships?

Edit: Here, a very decent build able to fit a class 4 FSD booster.

http://www.edshipyard.com/#/L=B0i0,...4_PcmpT7Q4Go52y006u00AwPcIlhXKqpD1IM12UI02jw0
 
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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:
Agreed.

Faster mid-range travel I think is another interesting niche - long enough to save jumps, but short enough you don't need to scoop (much?) even with the increased fuel use and can just refuel at a station at the end. e.g. A Python, normally gets ~20LY laden range and 6 jumps. Or, boosted, it would get ~30LY laden rangeand 3 jumps. For destinations about 85 LY away that saves 2 jumps, which could be interesting for certain sorts of trading. You'd definitely be building the ship very carefully around optimising the journey, of course.
 
- 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

Yes.

- combat ships with a poor jumprange, no matter what you do

Most combat ships don't have any internals to spare. It's probably only useful for combat fitted multi purpose ships... the Python seems to be perfectly suited for it... huge fuel tank, lots of internals, plenty of power. But even on a Python I'm not sure, if you lose more time for the additional scooping than you save by the better jump range.

- 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

Doesn't make much sense to me.

- 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)

Yes, trade ships could benefit from it, if it makes the difference between reaching a destination in two jumps or one. Scooping is also not an issue on short range loops.
 
Really. All that work and that much extra fuel for 10ly? So for my python over 1000ly would only save 7 jumps at the cost of refueling nearly every 2nd star and using an internal slot. Not worth it. I personally wont be doing that grind for so many downsides for 10 ly. And just think about those times when you have 7 to 10 unscoopable stars in a row.

Now if they had it say 20ly for those downsides yeah id probably do it. Or if it was just a guardian fsd replacement.
 
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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...

Credit grind for better ships and better modules.
Then Horizons engineering materials grind for better modules/ships.
Then Beyond engineering (revised much more material) grind for better modules/ships.
And engineers (guardian tech) grind for better modules/ships. (Including new introductory quests for right to buy new stuff.).


I think the design philosophy is clear from the evidence.
(Plus of course, nerf anything players like to do or find profitable.)

EDIT: forgot, 'your time is valuable.......'
 
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...

i'm afraid ... never?
 
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Doesn't make much sense to me.

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.
 
Like the other guardian modules, I'll put this on the pile to maybe take a look at again someday down the road. This is intriguing as an explorer, and current bug aside, I don't feel like its a must have at the moment.

We already have more than enough time-sinks in the game, not ready to jump into another one.
 
so that would basically only apply to 'vettes/Cutters/'condas/Pythons

Which all have plenty of power so don't need to fit an undersized FSD to begin with.

Run to SC: HPs retracted, spool up FSD, booster is booting

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.
 
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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.

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. :)
 
When I saw the FSD class 5 booster giving an extra 10ly for 25% extra fuel consumption I smiled. That changed quickly to a frown when I noticed it's not 125% fuel usage but +125% and to make matters worse, it does not even work.
 
Which all have plenty of power so don't need to fit an undersized FSD to begin with.

Got a point there. How would it look in a Chief or Vulture with the smaller module?

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.

It wouldn't need to - you don't need the booster for low wake, and once you're in SC, you have gained at least a little time to boot up the booster for high wake. Yes, in this niche, the Booster would be a different take on the Fast Boot mod. Fast Boot would let you high wake sooner.
 
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