Modules that dont exist but wish that they did.

One to get started:

A module that identifies USS that pop up in SC without having to slow down and select them interrupting your journey

This used to be a feature. Lol

I'd like it back. I don't mind not knowing the threat level until scanned, but it's contents would be nice so I can make an informed decision before taking the time to slow down.

"Unknown Signal Sources" could then be a complete surprise, that never resolve until you're in them. That'd be kinda fun.
 
That should happen regardless, USS should be for stuff that isnt categorisable.

It's unknown until you find out ;)

I'd be happy for all USS to remain unknown unless you have a disco scanner say, and to always resolve even if not targeted with a DSS fitted.

That way the beginner is unaffected (startwinder has a basic disco scanner), and players have the dilemma of whether to stack up on reinforcements or know what they are dropping into :)
 
Escape Pod.

Military versions of modules.

Deployable Mining Rig.

Photographic modules for Espionage and Recon missions.

Nuclear Bombs for specific missions...
 
It's unknown until you find out ;)

I'd be happy for all USS to remain unknown unless you have a disco scanner say, and to always resolve even if not targeted with a DSS fitted.

That way the beginner is unaffected (startwinder has a basic disco scanner), and players have the dilemma of whether to stack up on reinforcements or know what they are dropping into :)

This makes good sense to me.
 
A sidewinder bay for the Anaconda. This should allow to 'park' an exploration Anaconda in Orbit to go down to the surface with the sweet sidewinder. Or to dock with a sidewinder on outposts to grab/hand in missions and bountys or to grab a few tons of those nicely rare goods.
 
Ship Stabilization Limpet Controller.
(Oh no, not another one!)

Works only on disabled vessels to bring them safely to a halt, and correct rotation for rescue operations (also used by pirates for easy access to the cargo hatch! Lol). Fast and long range, but burn out immediately if any counter thrust is applied, so useless on live targets.
More limpets are required for larger, and/or more out of control ships.
Basically, it stops them drifting off faster than you can catch them, if you disable their thrusters at the wrong time. Lol
 
I'd quite like:

1) an "Exploit Detector" module, so I can fly straight to the right star system...
2) a "Plasma Ionising Polarity Reversal" module that bounces back Plasma bolts on the person firing them
3) a "Module Bay Splitter" that allows you to convert - for instance - a class 6 bay into two class 3 bays
4) a "Bank Account hacker" module that allows you to hack into another players bank account and steal their credits
5) a "REM suit material detacher" that detaches all materials from a REM suit, so that you can pick them up from the debris of a player's ship
6) a module with a big red button on it, labelled "DO NOT PRESS"
 
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