Limpet Racks

I remember Sandro Samarco mentioning limpet racks in a live stream a long while ago, but since then nothing has happened. This is my suggestion for how such a limpet rack would work – making it much easier to fit several different limpet controllers with some drawbacks for balancing issues. First up - their specifications:

Size 2 limpet rack:
Fits in a size 2 optional slot with room for 2 different kinds of limpet controllers.
Small ships: Requires 3 tons of cargo space to fit.
Medium ships: Requires 6 tons of cargo space to fit.
Large ships: Requires 9 tons of cargo space to fit.


Size 3 limpet rack:
Fits in a size 3 optional slot with room for 3 different kinds of limpet controllers.
Small ships: Requires 4 tons of cargo space to fit.
Medium ships: Requires 8 tons of cargo space to fit.
Large ships: Requires 16 tons of cargo space to fit.


Size 4 limpet rack:
Fits in a size 4 optional slot with room for 4 different kinds of limpet controllers.
Small ships: Requires 6 tons of cargo space to fit.
Medium ships: Requires 12 tons of cargo space to fit.
Large ships: Requires 24 tons of cargo space to fit.


You will be limited to only one limpet rack per ship, and to make it easier, each ship comes with a preinstalled limpet rack slot. And then when configuring it you need to choose the free optional slot to dedicate to the limpet rack and the game will tell you that a certain number of cargo space will be required by that very limpet rack.

The three limpet racks will have different costs as well – one option would also be to differentiate them between the three ship sizes so there are Size 2, 3 and 4 for small ships and then the three different ones for medium ships etc. making for nine different types of cargo racks. Naturally making the size 4 for large ships much more expensive then for the smaller sizes. There needs to be some drawbacks for having limpet racks.

Also, it has to be as simple as possible to understand them within the game and specifics can always be improved upon. To simplify, I suggest that by removing your cargo racks, the limpet rack will simply be disabled temporarily even if you have a dedicated optional slot for it. Then when reinstalling cargo racks the cargo space that is required will “fill up” again and activate the limpet rack making it possible to use the limpet controllers once again.

Using this method will open up to more freedom when choosing to have a more diversity in what limpet controllers you want to use.

And my suggestion will make the Cobra MkIII much more usable for mining with both prospecting limpets and collector limpets in one size 2 slot while still using a refinery and a detailed surface scanner in the other size 2 slots.

What do you fellow CMDRs think? And what changes and improvements to this system would you like to see? Discuss...
 
Last edited:

Lestat

Banned
I remember Sandro Samarco mentioning limpet racks in a live stream a long while ago, but since then nothing has happened. This is my suggestion for how such a limpet rack would work – making it much easier to fit several different limpet controllers with some drawbacks for balancing issues. First up - their specifications:

Size 2 limpet rack:
Fits in a size 2 optional slot with room for 2 different kinds of limpet controllers.
Small ships: Requires 3 tons of cargo space to fit.
Medium ships: Requires 6 tons of cargo space to fit.
Large ships: Requires 9 tons of cargo space to fit.


Size 3 limpet rack:
Fits in a size 3 optional slot with room for 3 different kinds of limpet controllers.
Small ships: Requires 4 tons of cargo space to fit.
Medium ships: Requires 8 tons of cargo space to fit.
Large ships: Requires 16 tons of cargo space to fit.


Size 4 limpet rack:
Fits in a size 4 optional slot with room for 4 different kinds of limpet controllers.
Small ships: Requires 6 tons of cargo space to fit.
Medium ships: Requires 12 tons of cargo space to fit.
Large ships: Requires 24 tons of cargo space to fit.


You will be limited to only one limpet rack per ship, and to make it easier, each ship comes with a preinstalled limpet rack slot. And then when configuring it you need to choose the free optional slot to dedicate to the limpet rack and the game will tell you that a certain number of cargo space will be required by that very limpet rack.

The three limpet racks will have different costs as well – one option would also be to differentiate them between the three ship sizes so there are Size 2, 3 and 4 for small ships and then the three different ones for medium ships etc. making for nine different types of cargo racks. Naturally making the size 4 for large ships much more expensive then for the smaller sizes. There needs to be some drawbacks for having limpet racks.

Also, it has to be as simple as possible to understand them within the game and specifics can always be improved upon. To simplify, I suggest that by removing your cargo racks, the limpet rack will simply be disabled temporarily even if you have a dedicated optional slot for it. Then when reinstalling cargo racks the cargo space that is required will “fill up” again and activate the limpet rack making it possible to use the limpet controllers once again.

Using this method will open up to more freedom when choosing to have a more diversity in what limpet controllers you want to use.

And my suggestion will make the Cobra MkIII much more usable for mining with both prospecting limpets and collector limpets in one size 2 slot while still using a refinery and a detailed surface scanner in the other size 2 slots.

What do you fellow CMDRs think? And what changes and improvements to this system would you like to see? Discuss...
I think what Frontier already doing a good job starting with mining. Instead of a Python having to use 3 Module slots for Collectors total of 7 collectors and 1 Prospector at the same time with 197 cargo spaces. So mining Quick and easy.

Players are managing fine with one with core Mining with 197 cargo slots full of Limpets One A3 Collector 2 collector running and One A3 Prospector two prospectors. All the unrefined ores tend to be in clusters not moving. Running More active collectors ends up being wasted space and destroyed because they tend to be destroyed when targeting new clusters and hitting Astroids.

Oh and 2 Empty Module bays. Which could be used for Other types of Controller types, Like Fuel Transfer or Hull repair so if POI Looks like a worthwhile investigating while you risk having 340,000,000 credits of void opal in your cargo hold.
 
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