Let's change the FSD E-A functionality to make them more DIFFERENT but also usable

Right now the A class FSD is the only one worth using.

- Set each FSD size at the same optimal mass (for example S3 = 150 tonnes across the board)
- Higher grade drives use LESS fuel per jump instead of MORE (Fuel efficiency better with grade)
- Integrity is the same across the board with D class 25% weaker and B class 25% stronger
- D rating are the lightest with 25% less weight than A class
- B rating are the heaviest with 25% more weight than A class
- FSD cooldown is dependant on rating and starts at 14 seconds for E rated drives and 10 for A rated.
- FSD countdown is dependant on rating and starts at 14 seconds for E rated drives and 10 for A rated.
- Supercruise acceleration based on rating


Exceptions

C rated drives have a 25% faster cooldown and countdown between jumps but have a 25% less integrity than A rated drives and utilize twice the fuel of A class drives.

E rated drives are heavy, short ranged and not very fuel efficient but have a 25% greater supercruise acceleration compared to the A class.

So what would this mean? It means all drives of a certain size have the same optimal mass.

- A class are still king with optimal fuel economy, integrity vs weight
- B class is slightly shorter in range due to mass, lower fuel economy but MORE integrity
- C class is the quick jumping courier but with horrible fuel economy but can get around quicker with moderate range compared to the other
- D class is the lightest and could potentially be longer ranged than A class but with less integrity and worse fuel economy
- E class is the muscle car with poor integrity, range, fuel economy and heavy but have raw power to burn
 
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A bit unrelated, but I always thought that an engineer should be able to modify your ships FSD acceleration and deceleration.

Then you'd get a choice between FSD range mod, and a FSD supercruise speed mod.
Or a third mod, that does a bit of both, at the cost of many other things.

But! The FSD range mod should not negatively effect the speed, and visa versa.
Otherwise you'd end up with painful slow supercruise. Or really fast supercruise, but a pointless jump range. Lol

That would make way for interceptor and blockade running roles.
 
A bit unrelated, but I always thought that an engineer should be able to modify your ships FSD acceleration and deceleration.

Then you'd get a choice between FSD range mod, and a FSD supercruise speed mod.
Or a third mod, that does a bit of both, at the cost of many other things.

But! The FSD range mod should not negatively effect the speed, and visa versa.
Otherwise you'd end up with painful slow supercruise. Or really fast supercruise, but a pointless jump range. Lol

That would make way for interceptor and blockade running roles.

Sure, engineers can do a lot but by having the E-A rating and always have A rated being the best ones for range means that E-B are merely stepping stones instead of actual tactical choices.

making each rating having a unique bonus and drawback gives us more options.
 
Good post, I like the idea of making B-E FSD actually something that a CMDR would purchase, and you have some good options.
A question though, in general, does anyone really care about integrity?
I don't, but I may be missing something regarding the mechanic.
 
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Good post, I like the idea of making B-E FSD actually something that a CMDR would purchase, and you have some good options.
A question though, in general, does anyone really care about integrity?
I don't, but I may be missing something regarding the mechanic.

I would.

If they fix the silly amount of "quaff a potion" shield tanking and make armour tanking more viable I would go B rated.

Problem with B rated is that apart from modules being heavier we loose both jump range AND maneuverability on ships.
 
Sure, engineers can do a lot but by having the E-A rating and always have A rated being the best ones for range means that E-B are merely stepping stones instead of actual tactical choices.

making each rating having a unique bonus and drawback gives us more options.

I like the idea too.
(I forgot to mention that bit!)

Although, I do think E should just be the worst at everything. Its a default after all, so essentially free. Lol

Maybe each rating could have these strengths, and various other weaknesses;
E - Cheap, poor all round
D - Light/Fuel efficient.
C - Fast in supercruise
B - Tough
A - Range
 
I like the idea too.
(I forgot to mention that bit!)

Although, I do think E should just be the worst at everything. Its a default after all, so essentially free. Lol

Maybe each rating could have these strengths, and various other weaknesses;
E - Cheap, poor all round
D - Light/Fuel efficient.
C - Fast in supercruise
B - Tough
A - Range

The problem with the above suggestion that everyone would choose A since it's the best.

I would rather have all of them as a choice with minimal differences in range but have other factors affecting them.

No one would choose a 2D class FSD when the 2A has a 90 tonne optimal mass to the 2D 45 since you could get 100% better optimal mass for 155K.

And considering that FSD are stupidly light as it is the "light" D class at 1 tonne is hardly affecting the jump range with the A class "heavy" 2.5 tonnes when your ship weights 50 tonnes.

+100% optimal mass VS a 3% weight increase due to a heavier drive is hardly something one even consider.

And with money being easy to get one would hardly fork out 5K for the 2D drive instead of the 2E when you can give 155K for a 2A.
 
A bit unrelated, but I always thought that an engineer should be able to modify your ships FSD acceleration and deceleration.

Then you'd get a choice between FSD range mod, and a FSD supercruise speed mod.
Or a third mod, that does a bit of both, at the cost of many other things.

But! The FSD range mod should not negatively effect the speed, and visa versa.
Otherwise you'd end up with painful slow supercruise. Or really fast supercruise, but a pointless jump range. Lol

That would make way for interceptor and blockade running roles.

FD have been careful to make sure that actual SC ability is equal between ships.

It's worth noting firstly that all ships have the same SC speed/acceleration - no ship can zoom up behind another and interdict them unless gravity is at their aid, and no ship can just escape the risk of interdiction. FSD charge speed would also be very obvious as a mod, so I strongly suspect FD intentionally didn't allow short charge up times so that no ship can just say "alright bye" and FSD out from danger in an instant.

In the same way, I suspect they'd be loath to allow short cooldowns, and it's something I am on board with. Times and speeds relating to the FSD should be consistent across all ships or you are opening up a can of worms of prodigal mayhem.

As it happens I use both A and D rated FSDs depending on the ship - and if you're worried about survivability of the module, B rated is a viable choice for those that wanna make sure they can escape (I just don't like running).

And let's be honest; that's standard protocol for modules. Anyone remember the last time they optionally used C-rated life support?

I think what you're challenging is an issue across most modules that follow the same pattern on ratings - that people will always use the optimal one for their loadout. This is something you'll never fix in players and would require heavy investigation to resolve from a technical perspective. What's the bet that if you changed FSDs as in OP, we'd still only see the vast majority of players using a couple of the grades that are seen as the optimal ones?
 
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