Merging multiple "smaller" modules in one "bigger" slot

<snip> Personally I'd prefer just a large amorphous volume where you shove units until it's full like I seem to remember the original games had.
Yes ^^^ I like the idea of buying a hull and being able to divide the space as I see fit. But this would change the ship design game if also making hardpoints a tonnage calculation. At least for non-weapon items I do prefer the idea of bays, cargo, fuel, etc. taking up standard container size space and not limiting players to "one SRV bay", but rather let us decide if we want the 3 ton SRV bay or 3 tons of cargo bay or 2 tons of fuel and 1 ton of cargo.

Software or computer slots is how I view the current "slots", with currently only dedicated computers available for these functions. I would prefer FD implement a more complex system where
  • 1 ton computers with dedicated functions, install as many as we have hull-space to fit
  • 1 ton computer that costs more than a dedicated one, and can load multiple programs, but only one at a time, causing a time delay penalty
  • 2 tons for a computer with 3 simultaneous programs/functions but using 4 modules worth of power
  • 3 tons for a computer with 6 simultaneous functions and using 8 tons of power
  • Choices would still have trade-offs without just reducing the number of "slots" used; power, module failure risk, speed/performance differences
  • Sell vastly more expensive computers that can run multiple programs, like say 1 million credits gets a universal limpet controller
But sometimes 'its a game' tops everything, especially when time/money are limits for development.

An example of more immersion-breaking decision to me is having players stuck with wheeled SRVs while skimmers float about all over bases. This really makes no sense and requiring SRV or wheels only for upper-high-G worlds and allowing Skimmer-tech for a range of gravitational bodies (subject to diminishing lift based on gravity), would give more fun options to the game.
 
An example of more immersion-breaking decision to me is having players stuck with wheeled SRVs while skimmers float about all over bases. This really makes no sense and requiring SRV or wheels only for upper-high-G worlds and allowing Skimmer-tech for a range of gravitational bodies (subject to diminishing lift based on gravity), would give more fun options to the game.

As pointed out in another thread, skimmers are light and don't have life support. They operate on airless worlds so they are actually using thrusters for "flying" around, they don't "float". A continuous thruster supported SRV would certainly chew through the fuel, at the moment the thrusters on our SRV's are used, at least by most people, as a means of getting over ravines or jumping rocks and holes, only intermittently. And this is all apart from even now people complain how hard it is to control and SRV, and you want to let them hover on thrusters?
 
Yes, I'd much prefer to have 6-8 size one modules for tinkering in whatever activity while out exploring, held in one big slot, rather than the bonkers weight of universal limpet controller for example.
 
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