Improved Limpet Controller

I always love the idea of remote automation and unmannd drones doing all the jobs for us. But in the current live build, there are certain issues, or limitations, of limpet controllers that prevent many CMDRs from enjoying their benefit. To tackle the emerging trend of reluctance of using them, some thoroughly overhaul of limpet system is needed. I looked up some post before and saw some nice advise came up. Here I want to summarize them up with my own idea to improve this system.

I will start at the issue I saw in my point of view, and provide some possible solution to each one of them. Then I'll introduce some adjusted version of Limpet Controller. If you want a TL;DR version for new controllers, scroll down please;)


Current Limpet Controller

What I've seem:
  • It's disposable. Each and every limpet occupies cargo space. They all have limited lifespan and range, and are fragile to the bone that I dare not to count the limpet casualty caused by the all-tyrannical spinning asteroids and, in the past, their own moving mothership.

  • It's specialized. If we want one more function for limpets, we use up another internal module space. It was fine before we have more of them coming to seize our ship's internal.

  • It scales with progression in an uneven manner. We have 2 times larger cargo space for each size up, but have only one more working limpet every two size up. That is, we sacrifice 2, 8, 32, and 128 ton of cargo space for 1, 2, 3, 4 more limpets work for us. Adding to the fact that limpets need cargo space to live, the cost to install them is increased exponentially.

  • It requires micro management. Every lost limpet will have to be replaced manually. It is most noticeable when using a large number of collector limpets to collect chunks. They die in traffic accident with speeding(rotating) asteroid, in over exposure of mining laser, for getting too far away picking up stuffs, and most of all time, due to its limited life span.


What I consider a possible solution for them:
  • Make them reusable and have unlimited lifespan. A popular request for limpets. Now if we want to make them reusable after we launch them, some adjust in mechanism is needed. We can either introduce a new function "Recall Limpets" much like how "Recall Fighters" work, or makes them automatically return after certain event, like retracting hardpoint or after all jobs are done.
Or, we can use contact panel to communicate with them individually and give them order. (come back my prospector! that asteroid is done). For small numbers its fine, however in large numbers it would be a pain to recall all limpets one by one. It acts more like an alternative way.

In the mean time, we can make them tougher or even shielded to avoid constantly replacing them. We can smash into a cargo canister without destroying them out right(if not driving too fast of course). A limpet weights one tonne could have protection in the same manner. The cost of a strengthened reusable limpet will certainly be raised, but I think is acceptable for an eco-friendly limpet.


  • In terms of specialization, there's some idea about having limpets like what we do in fighters bay and Planetary vehicle bay. This can help with having more than one type of limpets in one compacted module and allow players to choose between different functions. Another idea is to program them on the fly, because lets face it, every limpet looks the same, cost the same and are actually the same thing. All we need to do is installing a computer and switching between their programming.
Both of them are nice. However, the thing is how to achieve this elegantly. We use one and only one button to launch limpets. There has to be some interface to support programming them before, or ever after, we launch them. This may be resolved by adding more function to role panel. After all, we are indeed managing their role so it makes sense somehow. Again the communication panel can also help in this case.


  • The scale of progression of limpet is a big issue to me. I would rather have several size 3 controllers instead of a size 7. It just not cost effective for me. Minus 128 ton plus more reserve limpet just chew up my cargo space. If we simply make limpets reusable, half of issue will be solved. But size 5 and 7 still feels a little underwhelming.
What we can do here is perhaps moving limpet storage into the controller itself. Like some suggestion, make them ammo-based. But if we separate storage space for each controller like how weapons do, issues will occur when we have many controllers. If one of them runs out of limpet first, it will be 'out of ammo' while there are actually some limpet left in out controller's ammo box. To counter this we can make an independent shared limpet storage, separated form cargo space. The total limpet storage space of a ship is determined by its controller modules. To increase limpet storage space, use larger module or installing more of them.

To be honest, if we can control one limpet for 2 ton cargo space, why a controller occupying 128 ton cargo space can only control four limpet? In this independent limpet storage system we can say: "because a size 7 controller lets you store 100+ more limpet on your ship." Of course I do want to see more active limpet for larger size. Maybe 1, 2, 4, 8 progression like cargo space?


  • About automation and player control. We can make limpets auto launch as long as there are limpets left on our ships and the job is not done yet. The controller will always try to match the highest count the player has launched after hardpoints deployed, so they are not automatically pop out of the ship when the player is just trying to manually collect one rare material. This can probably be a option in ship function panel to allow players adjust how much they want their controller to do for them. For controller other then collectors, I rarely use them so I don't know how much it would help. Maybe this is only needed for collectors.

These are the issues I found and possible solutions of them separately. But if we put all these adjustment together, how they interact with each other and how balance they are is another story. Here I'll propose two potential solutions to upgrade our limpet controller.

We can keep the current system by introducing a new module like "Advanced Limpet Controller" that uses expensive advanced limpet for more function, or simply upgrade the one we have now.


For an advanced version simultaneously exist with the current one:

Advanced Limpet Controller

  • Pros
    • General Purpose
    • Reusable
    • Stronger and faster
  • Cons
    • Expensive and power hungry
    • Less accessible ammo(maybe can only resupply in High tec, Military, Industrial, etc)
    • Require larger module size, has relatively less active limpet

In general this model is designed for players who prefer function over number. In the mean time we enhance older controller model to match their role of massing specialized limpet army by boosting their max active limpet count to make them a viable choice. Also, some QoL feature can be add to older model, like recall function or stronger hull.


For a upgraded version that is to replace the current one:

Gen 2 General Purpose Limpet Controller
  • Programmable. To answer the request of community. New functions are added and all limpet controller merged into one controller.
  • Size, Price, accessibility remain largely the same to avoid balancing issues. In cases of using vehicle bay mechanism. different controller can still have varied source.
  • (optional)Max active limpet size is larger and/or limpets use independent storage space to make larger size modules more cost effective.
  • (optional)Reusable, stronger and unlimited limpet lifespan, to care about the environment.

This is the simplest solution to the current situation that limpet army is asking us to hand in internal space. We make them stay together without too many adjustment on mechanism. All current limpet controllers install on ships will be automatically upgraded to proper setup in the new system. This one is a straightforward solution for maximum compatibility.


That's it for my suggestion. A bit longer then I thought. I really do like the idea of drones(did i mention that before?) so it would be great to see them improved and more people using them. Thanks for reading:)
 
Wow, and nobody responded yet?
I guess people are too busy arguing what is the acceptable amount of credit income per hour.

Anyway, kudos and rep for the effort, and I like ideas presented here.

I would love to see limpets not being throwaway 12-minutes-operation-tops trash that they currently are. Any drone capable of identifying its three-dimensional position relative to its ship of origin, asteroid and a target ore chunk, then being capable of catching said ore chunk and bringing it to back to the ship, is sophisticated enough to not be considered a cheap throw-away.
What an absolute waste of resource!

I say:
1) let limpet controller be at the same time their storage (doesn't need to be of significant capacity if they're not throwaway garbage; if you position ship well, probability of limpets being destroyed by an asteroid drops significantly so it's enough to have a few spare in case of anything else);
2) limpets being used indefinitely, albeit with limited fuel supply;
3) they can resupply their fuel using ship's fuel - I'm more than happy to share my 32 tons of fuel with'em, why not? Let'em have a 30s refuel time every 12 minutes of flight. Simple and elegant.

I would keep the different limpet controllers though, as it fits internal logic consistently.
Think of limpets as empty hulls with the same flight control electronics and engines. Different limpet controller installs different limpet internal systems, designed for different purpose:
- collection limpet gets whatever it is it catches chunks of ore with, as well as increased fuel storage for independent operation;
- prospecting limpets get material analysis equipment.

Although I say prospector limpets should be scrapped totally, as there already is an on-board system far better suited for said role, but that's another subject.
The point is - there are different roles than just collection/prospecting so different controllers are fine in my book, as long as game's internal logic can be sufficiently exhausted.
With prospecting limpets, it cannot :D

Thanks for your post, I'm currently working out details of my proposed mining QoL changes and it has popped up during my search.
I hope your post gets more deserved attention. Cheers!
 
I'd be happy with an all-in-one controller, and limpets being printable, reusable, and recyclable. When you have a limpet controller fitted you don't need to buy actual limpets, you can use material resources to 'print' them on the spot, in batches of 4, 8 or 16. Printing takes 15 seconds per batch. You can then use those limpets until they are destroyed. If, later on, you need to recover the space taken up by limpets, you can choose to 'recycle' them, removing them from cargo and refunding 2/3rds of the materials used to make them.
 
All in one limpet controller would be nice. Due to limited ship fitting. For instance miners want collection and prospector. Explorers would like collection and repair limpets. Pirates want hatch breaker and collection. Another possible limpet could be Attack limpet. AKA star wars buzz droids. lol [yesnod]
 
Wow, and nobody responded yet?
I guess people are too busy arguing what is the acceptable amount of credit income per hour.

Anyway, kudos and rep for the effort, and I like ideas presented here.

I would love to see limpets not being throwaway 12-minutes-operation-tops trash that they currently are. Any drone capable of identifying its three-dimensional position relative to its ship of origin, asteroid and a target ore chunk, then being capable of catching said ore chunk and bringing it to back to the ship, is sophisticated enough to not be considered a cheap throw-away.
What an absolute waste of resource!

I say:
1) let limpet controller be at the same time their storage (doesn't need to be of significant capacity if they're not throwaway garbage; if you position ship well, probability of limpets being destroyed by an asteroid drops significantly so it's enough to have a few spare in case of anything else);
2) limpets being used indefinitely, albeit with limited fuel supply;
3) they can resupply their fuel using ship's fuel - I'm more than happy to share my 32 tons of fuel with'em, why not? Let'em have a 30s refuel time every 12 minutes of flight. Simple and elegant.

I would keep the different limpet controllers though, as it fits internal logic consistently.
Think of limpets as empty hulls with the same flight control electronics and engines. Different limpet controller installs different limpet internal systems, designed for different purpose:
- collection limpet gets whatever it is it catches chunks of ore with, as well as increased fuel storage for independent operation;
- prospecting limpets get material analysis equipment.

Although I say prospector limpets should be scrapped totally, as there already is an on-board system far better suited for said role, but that's another subject.
The point is - there are different roles than just collection/prospecting so different controllers are fine in my book, as long as game's internal logic can be sufficiently exhausted.
With prospecting limpets, it cannot :D

Thanks for your post, I'm currently working out details of my proposed mining QoL changes and it has popped up during my search.
I hope your post gets more deserved attention. Cheers!

Thanks:) Make Limpet use fuel sounds nice, we can preserve the time limit to keep different grade relevant in this way. I never used prospectors and blind-minined for a while, until I learned they can increase chunk drop. That's alchemy!

We really need mining QoL improvements, good luck on your proposal;)


All in one limpet controller would be nice. Due to limited ship fitting. For instance miners want collection and prospector. Explorers would like collection and repair limpets. Pirates want hatch breaker and collection. Another possible limpet could be Attack limpet. AKA star wars buzz droids. lol [yesnod]

I was thinking about attack drones too, it will be fun to send them out to distract opponents. But I'm afraid that they may be used up too quickly in combat. Perhaps making them automatically buildable or printable will help(like fighters, seriously, we can rebuild fighters inside our ship already).
 
I think the ability for crew to take control of active Limpets would be good for Mining crews, they have the ability to control turreted lasers. (They'd cycle through each Limpet in a camera type deal, so they could be more effective in lining up priority targets?). Unless it's already a thing, then ignore me.

I'd love the ability for active Limpets to be recalled, the amount of times I've had 4-5 active Limpets and had to move to another asteroid (slowly), only to have two follow suit and the rest auto-destruct was extremely annoying.

Also I mentioned in a Reddit post or somewhere here a while back, but the ability to have a "default" Limpet capacity slider in the Advanced Maintenance section would be good, that way when you Refuel/Resupply your ship they get re-stocked.

We still need per-ship storage though (unless volatile or hazardous substances), so we can leave Limpets in the cargo hold when we swap ships. We can only hope! :D
 
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