Hardpoints: Non-Weapon Modules

Since hardpoints in ED are actually weapon bays, those bays should be available for other uses.

My first thought was about sacrificing weapons for some type of cloaking module, but then I remembered the game already had silent running (which I've really never used). So then I thought about additional heat sinking to extend silent running. These would be permanent heat sinks, that once they reach capacity are not ejected. They would have a cool down period once silent running is turned off. I don't know if silent running or cold builds actually work, but I like the idea of my trader being more or less invisible.

An obvious use would be additional cargo space. I was also thinking about smuggling compartments that wouldn't show up on scanners. You could also have bigger shield boosters or scanner extenders. And there are a dozen other uses, but you have to start someplace.
 
Since hardpoints in ED are actually weapon bays, those bays should be available for other uses.

My first thought was about sacrificing weapons for some type of cloaking module, but then I remembered the game already had silent running (which I've really never used). So then I thought about additional heat sinking to extend silent running. These would be permanent heat sinks, that once they reach capacity are not ejected. They would have a cool down period once silent running is turned off. I don't know if silent running or cold builds actually work, but I like the idea of my trader being more or less invisible.

An obvious use would be additional cargo space. I was also thinking about smuggling compartments that wouldn't show up on scanners. You could also have bigger shield boosters or scanner extenders. And there are a dozen other uses, but you have to start someplace.

Heat sinks that increase a ship's thermal capacity? Not sure how it would work balance-wise but it would be nice to see.

A quick bit of math (that might be wrong, fell free to correct me) on the actual size of hard points:
Size 1: ~1.5m long, ~1m wide, ~ 0.5m tall. Smaller than a cargo canister
Size 2: ~3m long, ~2m wide, ~1m tall. Roughly a Size 1 internal
Size 3: ~6m long, ~4m wide, ~2m tall. Roughly a Size 4 internal
Size 4: ~12m long, ~8m wide, ~4m tall. Roughly a Size 7 internal

So if an FDL swapped out all of its hard points, it would have 1x7 and 4x1, as well as its regular optional internal (1x5, 1x4, 1x2, 2x1). If each of these was filled with cargo, the FDL would have 192T of cargo (no shields). Another option would be to use a size 5 shield, size 4 refinery, a single mining laser, and a bunch of size 1 limpet controllers with 128T of cargo. I believe that both of these are not what the developers had in mind for the FDL, so I doubt we will be allowed to put optional internals in hard points.

However, In the future, we may see modules (not weapons) that were hard point specific, allowing players to choose between firepower and utility. Still, I wouldn't hold your breath.
 
Since hardpoints in ED are actually weapon bays, those bays should be available for other uses.

My first thought was about sacrificing weapons for some type of cloaking module, but then I remembered the game already had silent running....
Eaten by mice ;)

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I agree, but it'll be much better to fit scanners in weapon bays. These beasts are taking two slots on each explorer.
 
I'm not sure about heatsinks, but I do think we could retrofit hardpoints for other tools not designed for melting stuff or blowing it up.

How about a grappling cable with piping connected to your cargo bay? Aim, fire, grab, reel, rewind. Nice alternative to limpets or scooping, but don't try to fish for condas...

Scanners would actually be a great idea for hardpoints, though they'd require some significant redesign. (Detailed surface scanner is garbage design, btw. Shouldn't have been a separate module.)

There may be other ideas, but none with any real purpose in the game at the moment.
 
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