Modules that dont exist but wish that they did.

I don't know about the unbalanced part. Make shields go down & make it impossible to deploy hardpoints while cloaked. That way, anybody decloaking to attack better had a really strong hull...

OK - I accept that is massively balancing - to the point of nerfing and copying Star Trek: Balance of Terror. But could be (i) excellent for being a coward to escape and (ii) brilliant for effectively appearing naked [sans shields], scaring your opponent witless whilst dancing embarrassingly, before dying like the campest red-shirt before prom-night in the worst Star Trek episode.
 
Vigilante Module

I was thinking about the possibility of some kind of “vigilante module” that receives distress calls from innocent local human players suffering unprovoked attacks in real-time. The names of the offending cmdrs could be persistently logged, alerting you if they're present in subsequent instances and haven't been destroyed in the interim. Being a professional vigilante with the ability to actively stalk offenders would be quite fun I think, giving the griefers something else to worry about.
 
A Harpoon.

Simple hardpoint weapon. One shot. Max armour piercing if shields down. Very short range but essential for stopping ships that have had Drive "malfunctions" so you can easily retrieve their cargo.

Signal jammer

An adaption to the ECM. Make it jam "Report crimes against me" for a minute.

An NPC Escape pod.

Self explanatory.
 

Craith

Volunteer Moderator
More weapons in huge and large version.

Hull repair limpet for your own ship

Also more small weapons ... all the new weapons are size 2, making small ships sad.

You can repair yourself with repair limpets already, just target nothing.
 
A Harpoon.

Simple hardpoint weapon. One shot. Max armour piercing if shields down. Very short range but essential for stopping ships that have had Drive "malfunctions" so you can easily retrieve their cargo
+1
I just want to drag them through an asteroid belt until they pop.
 
Because it worked in other games doesn't mean it will in the current ED.


Have you tried?
Those missions were hand crafted and pretty amazing.

or are you just arguing for argument sake?
 
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Deleted member 38366

D
- The Frameshift Booster

Provides temporary Boost in SuperCruise at the cost of heat generation. Has 15 Seconds cooldown for FSD Safety.
Rumors that this allows to accelerate beyond 2001c heavily denied by manufacturer, as "Beyond 2001c, there shall be dragons. Everyone knows that!"

- The Software Core

Provides advanced means to replace some old heavy Modules which required Internals space. Advanced Docking Computer and the Basic Commercial Autopilot represent the first Software functions authorized by the Pilots Federation.
However, supposedly more Software packages exist, such as enhanced Navigation, Trade, Mining, Combat and Scientific Software Upgrades. Rumors have it, modified FSD Firmware can even bypass some permit restrictions.
Unsanctioned Upgrades are only sold in great secrecy and at very high prices.

- The Stellarium

Extensive Astronomy Package containing a multitude of Features for Explorers and Astronomers alike. Enhances the Ship's capabilities and turns it into an Astronomy Lab.
 
Weapon that does ONLY module damage (zero hull damage)

Weapon that does ONLY module damage (zero hull damage) through shields, with less effectiveness than the above.

Module that allows you to stop a ship which has had it's thrusters shot out.

Limpet racks (as proposed during beta discussion about megaship interactions) - allowing you to place several different controlers into one internal slot.

Advanced signal scanner - Allow revaling all signal sources within a large radius around your ship (preferably the entire system) - I am aware this would require a massive overhaul of the entire super cruise mechanic!)

EMP - Generates massive heat to use, but shuts downs ships systems temporarily within large radius (similar to Thargoid shutdown pulse)

Seeker missiles, which can also be used as dumbfires if no target is selected when the fire button is pressed.

Exploration Limpet - Fired in super cruise towards a planet you wish to detailed surface scan - Performs the scan from long range.

MB4 Mining machine - Left on a planet surface, automatically mines resources such as materials, and mineral chunks. Collectable upon return. Requires refinery to refine mineral chunks (like mining in asteroid belts)

Tracking limpets - Once attached to a ship, show their location on the galmap/system map.

Improved wake scanner (just re-jigging the code for the current one...) - Upon use on a high wake, will keep the instance they jump into open (essentially, ad your ship to the instance ownership), even if they drop to normal space, for several minues - This would allow you to follow them into a new system, and find their low wake (or high wake) and continue to follow them. Sometimes the current implementation fails here. It should also set instancing priority to 100% with this instance.
 
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Have you tried?
Those missions were hand crafted and pretty amazing.

or are you just arguing for argument sake?

I just watched a video about that. Didn't change my mind even a little bit, ED doesn't have mechanics to obliterate whole settlements, stations, etc. It just doesn't work.

Edit: This is the video I watched in case I might have picked the "wrong" video.
 
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The module I've been asking for some time now:


  • Neutron Battery – New utility slot module, can store one (or more) charge of a neutron jump for the FSD, to be activated by the pilot at their discretion. This could allow explorers to potentially use neutron stars to jump into very remote systems which would normally strand the ship with no way to return. Filling the battery takes longer than normal FSD charging though, thus more time spent fighting the jets and much greater damage done to the ship. Plus activating a neutron battery can potentially overload systems and cause additional random module damage.

Personally I wish that they'd enable the double charging method again instead (where when you jump from the neutron star tail, you charge it up again and arrive in the target system fully charged). That took some practise to do, but unfortunately no longer seems to work.
 
Pilot turret controller. Gives you the ability to control turrets on your ships just like you can control the turret on your SRV while driving.
 
New programmable limpet controllers.

You can choose in the tab if you want to program the controler for every limpet function. It takes around 10-15 seconds to reboot the controller and apply the new function.
This way, one limpet controller could fullfill every action. Collecting, refueling, repairing, prospecting, research etc....just with a reboot.

Because i hate to find NPC's without fuel and/or damaged ships and i can't help them except speeding up the process of death :(
 
Well they could give us access to the turrets like you can on multi player but in single player.

Either using the AI to control helm or slave it to a joystick.
 
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