i Propose the MAGNETIC SCOOP! for 2.1 onward - not a tractor beam.

No need to dis the suggestion. It's up to the devs to figure out if the concept is worth the work involved, not us.

Grappling hooks retain the game-lore-feel (force rays really aren't part of the setting), retain aspects of gameplay to loot collection, and could still be differentiated from collector limpets by limited range and the manual nature of the process.

Sorry not disin,

Just pointing the reasoning of why i went for the Magnetic Scoop, but magnetic scoop is not a force ray or tractor beam, its simply an electro-magnet. has limited range of attraction and only on certain materials.
The idea is not to introduce another mini game into the game, its to add a simple yet elegant way of upgrading the basic scooping mechanic only on certain items (Canisters and Engineer Materials). Nobody enjoys manually scooping thousand of items manually anyways, and the only people that might probably are miners, and even like that is tedious and gets boring fast.

Tractor beams attract anything, lore wise the game devs does not want that implemented.

Magnetic scoop has limited range and limited targets. MAGNETIC Specific Targets close to the scoop. Basically easing the final moments of picking up and item with the cargo hatch open.
 
Sorry not disin,

Just pointing the reasoning of why i went for the Magnetic Scoop, but magnetic scoop is not a force ray or tractor beam, its simply an electro-magnet. has limited range of attraction and only on certain materials.
The idea is not to introduce another mini game into the game, its to add a simple yet elegant way of upgrading the basic scooping mechanic only on certain items (Canisters and Engineer Materials). Nobody enjoys manually scooping thousand of items manually anyways, and the only people that might probably are miners, and even like that is tedious and gets boring fast.

Tractor beams attract anything, lore wise the game devs does not want that implemented.

Magnetic scoop has limited range and limited targets. MAGNETIC Specific Targets close to the scoop. Basically easing the final moments of picking up and item with the cargo hatch open.

Heh. Me, I wouldn't mind a little extra mini-game - it's more module bloat that I would like to avoid. So as a mod to an existing bit of ship kit, I wouldn't mind at all.
 
In shape of a module it doesn't help me much. I prefer small ships, which don't have so many module slots left.

As in integral feature of the ship, or perhaps as a modification of the cargo hatch, it would be very welcome, though.
 
How about intelligent hooks?

The ship shoots them at the cargo and they grab it on impact and reel it back into the cargo hatch
 
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Is that not an auto-loot and/or loot all button? This isn't that type of game...

:D S

If it can be implemented with technology that is available in the Elite universe, then what is the problem?
Forcing a Viper or a Courier to carry cargo limpets is ridiculous.
 
I'd just like to point out that most of the future alloys and materials are very probably non-magnetic. Having a ships, parts and other stuff in space sensitive to magnetism is generally a bad idea.

Also, we already have means for easier collection, if you for some reason don't want to use your controls to control your ship around. I think devs have higher priorities than adding another ones, plus the ships you mentioned- the ones that are too small to equip limpets, well..
a) they are maneuverable enough for the collection to be really easy
b) you won't use them anyway, if you go out with intention of collecting things, because you will hardly go visit a port every five minutes between the fights, after you've filled your hold.
 
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Sounds dumb and excessively magical. Most of the loot wouldn't be particularly magnetically conductive.

Instead, how about they get rid of item decay, reduce the total number of different loot items that exist in the universe, and lower the number of items dropped per ship?

This way, there's less stuff to scoop, more time to scoop it, and each item that you scoop is proportionally more valuable.

Or, even better:

No initial loot drops whatsoever. Instead, you interact with the actual ship wreckage in some interesting way to extract components from it. This is more development work but would be cool someday. Maybe something to look forward to when we have EVA activities in the game.
 
No initial loot drops whatsoever. Instead, you interact with the actual ship wreckage in some interesting way to extract components from it. This is more development work but would be cool someday. Maybe something to look forward to when we have EVA activities in the game.

Partly a good idea. Blowing up a ship is likely to produce debris, however. So there will always be loot. Maybe it should all just be called salvage until dragged onboard and analysed and sorted further. Might be a job for a modified refinery module?

:D S
 
Sounds dumb and excessively magical. Most of the loot wouldn't be particularly magnetically conductive.

Instead, how about they get rid of item decay, reduce the total number of different loot items that exist in the universe, and lower the number of items dropped per ship?

This way, there's less stuff to scoop, more time to scoop it, and each item that you scoop is proportionally more valuable.

Or, even better:

No initial loot drops whatsoever. Instead, you interact with the actual ship wreckage in some interesting way to extract components from it. This is more development work but would be cool someday. Maybe something to look forward to when we have EVA activities in the game.

Oh, I really like that! :)
 
I'd just like to point out that most of the future alloys and materials are very probably non-magnetic. Having a ships, parts and other stuff in space sensitive to magnetism is generally a bad idea.

Also, we already have means for easier collection, if you for some reason don't want to use your controls to control your ship around. I think devs have higher priorities than adding another ones, plus the ships you mentioned- the ones that are too small to equip limpets, well..
a) they are maneuverable enough for the collection to be really easy
b) you won't use them anyway, if you go out with intention of collecting things, because you will hardly go visit a port every five minutes between the fights, after you've filled your hold.

Sounds dumb and excessively magical. Most of the loot wouldn't be particularly magnetically conductive.

Instead, how about they get rid of item decay, reduce the total number of different loot items that exist in the universe, and lower the number of items dropped per ship?

This way, there's less stuff to scoop, more time to scoop it, and each item that you scoop is proportionally more valuable.

Or, even better:

No initial loot drops whatsoever. Instead, you interact with the actual ship wreckage in some interesting way to extract components from it. This is more development work but would be cool someday. Maybe something to look forward to when we have EVA activities in the game.

Easy there with the fanboy violence mates, i'm not imposing anything on anyone.
 
Reading all the responses I still fail to understand what's wrong with collector limpets.

Literally the only argument I see against them is "it takes up a compartment". Tough!!! That's the price you pay for an easy way to collect things. Miners have to make the same choice between cargo space or speeding up the process.

The only thing I can think of to change, has been suggested. Increase the time taken for the canisters to decay in order to actually permit manual collection.
 
Reading all the responses I still fail to understand what's wrong with collector limpets.

Literally the only argument I see against them is "it takes up a compartment". Tough!!! That's the price you pay for an easy way to collect things. Miners have to make the same choice between cargo space or speeding up the process.

The only thing I can think of to change, has been suggested. Increase the time taken for the canisters to decay in order to actually permit manual collection.

First they are bugged, they die for no reason sometimes.
Take up space.
A ship full of limpets would weight a lot more, combat ships are preferred to be nimble.
Self destructing drones after a certain time.
Basically you need 2 modules for them (Collector Computer/Cargohold for the limpets)

It would be fine for me if we had some sort of Reusable drone( i see no reason why a drone would die off in the year 3302 Short on fuel? go back to the ship you fool!)

So having a lets say Special Collector Computer for the non-miner ( 2 tone computer with its 2 tone drone inside it, reusable but only collects Canisters and Engineer Materials)

Sometimes this game makes no sense, feel like the future is full of humans with no common sense or sense of efficiency [haha]
 
First they are bugged. A ship full of limpets would weight a lot more, combat ships are preferred to be nimble.
Self destructing drones after a certain time.
Basically you need 2 modules for them (Collector Computer/Cargohold for the limpets)
See, this is where my confusion lies.
They're bugged? Fix the bugs then, no point replacing it with something else potentially bugged.
A ship full of stolen cargo is just as weighted as a ship full of limpets. Unless your plan was to attach the cargo via rope to the tail fin of your ship? Besides, since one limpet has the potential to collect hundreds of tons of cargo, in order to fill a 32T hold, you need only have one limpet. Perhaps two or three if your victims aren't hauling much.

At most, you only need to sacrifice a class 1 module in order to get collector limpets. Which is 2T of cargo. Hardly an extortionate sacrifice. If you are flying an eagle or similkar sized ship that 2T is a significant loss of cargo space. Then your overall time manually scooping to fill your cargo, isn't worth complaining about.
 
See, this is where my confusion lies.
They're bugged? Fix the bugs then, no point replacing it with something else potentially bugged.
A ship full of stolen cargo is just as weighted as a ship full of limpets. Unless your plan was to attach the cargo via rope to the tail fin of your ship? Besides, since one limpet has the potential to collect hundreds of tons of cargo, in order to fill a 32T hold, you need only have one limpet. Perhaps two or three if your victims aren't hauling much.

At most, you only need to sacrifice a class 1 module in order to get collector limpets. Which is 2T of cargo. Hardly an extortionate sacrifice. If you are flying an eagle or similkar sized ship that 2T is a significant loss of cargo space. Then your overall time manually scooping to fill your cargo, isn't worth complaining about.

That only if you are picking up Canisters, Engineers materials have no weight in the game or for the ship. Not sure if trollin or just........[noob]
 
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No initial loot drops whatsoever. Instead, you interact with the actual ship wreckage in some interesting way to extract components from it. This is more development work but would be cool someday. Maybe something to look forward to when we have EVA activities in the game.

I like this a lot, although I'd say you still get the initial (short lived) loot drops as well. So killing a ship produces some immediate loot that will expire soon if not quickly collected, but the hull chunks can also be mined post-battle.
 
That only if you are picking up Canisters, Engineers materials have no weight in the game or for the ship. Not sure if trollin or just........[noob]
Engineer materials weigh nothing? That's news to me... I presume you also mean they don't require cargo space?

In that case I stand by the idea they should lower the decay rate for manual collection then.
 
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