Modules that dont exist but wish that they did.

For optional internals:
Supplementary PD, for extra juice for weapons, shields and engines
FSD supercharger, to give more fuel per jump to let explorers and traders get more out of their FSD at the cost of internals.
Synthesis module, we shouldn't be able to craft precision supplies with nothing but our bare hands and teeth.
Passive AFMU, a slower AFMU that draws more power but automatically repairs modules without having to shut them down first.

For core internals:
Heat vanes, giving players the choice between cost, weight, thermal dissipation, thermal capacity and detectability.
Separating the bulkheads into an internal structure core module and a ship plating module.

For utilities:
Heat vents, a passive alternative to heat sink launchers, dissipating heat gradually for prolonged combats.
 
Threat Detector: The module identifies if any ship within a certain range that is wanted or the Commander has a notoriety over a set threshold. It won't identify the ship, just highlight that there is one within range. It could just be a light on the cockpit that goes from green (all is good), to yellow (wanted ship in the area) to red (Commander with high notoriety nearby). It is then up to the player to take appropriate action - flee, fight, ignore, log off ... (lol for the last one).

Multi-role Scanning Module: All ships come with a standard scanner right. I would like to see that get replaced with a multi-role one that does the basic scanning AND one other function, i.e. KWS, DSS, ADS. For example, if you buy the Advanced Scanning Module with KWS, as soon as you target a ship and it is within the scanning envelope, the module automatically does the basic scan and the KWS scan at the same time. Same principal if the DSS, ADS, even the high wake scan. The big kicker is that it can only perform one other function, so if you go with the KWS but still want the DSS, you need to work out which one you will buy as a stand alone module.

Advanced Docking Computer: All the features of the current one, but the advanced model will glide you ship out of the station/outpost to a point 5km in line with your destination jump point. Once you read this spot, the engines are throttled back to zero and control is passed back to the Commander. And like the current DC, since your ship is under control of the ATC, any collisions are not your responsibility.

 
More weapons in huge and large versions

The thargoid laser as a weapon

The scanner to be able to detect all anomalies within 1000 ls

Hull repair limpet for your own ship
 
Module "Racks" that allow you to install multiple single space modules in a larger module space. Such as putting 2 limpet controllers in a 3 space module slot.


And here was me thinking the thread would be serious.

We already have that, kinda. It's the silent running feature.


1000+ hours into the game and I still haven't figure it out how it works exactly, and not for my lack of trying.

Tbf I think the NPCs are trying to work out what it does too.

"Hey Nigel, this CMDR is doing that thing again...he is floating past slowly with illegal cargo like he is pretending to be invisible. What is with these guys?"

"I bet it is the guys back at the police station playing pranks on us again. Ah, well...better bring him in, just in case they pull us up on ignoring it"

"Okay Nigel. When we are done, you wanna ask the guys how they got several cans of narcotics out the evidence locker to do this?"
 
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Long Range Communication Module : This module is a self contained communications amplifier that works in conjunction with the ship's sensor array and communication antennas. Equipped ships can transmit data packets to galnet's imaginary infrastructure that sends and receives data across the galaxy via a data burst. Activating the module momentarily causes the ship to reboot due to the EM surge. The module can be used 1 time, as the em burst actually destroys the internal electronics of the module.

Sensor package determines the distance that the data can be transmitted (5000ly, 6000ly, 10,000ly, 20,000ly, 30,000ly)
Module rating determines how long it takes to charge the module's amplifier as well as the normal things rating impacts.


This would allow you to submit and collect rewards for any data related items that dont require you to specifically deliver the data to a given station. Those items would need to be hand delivered still.


Trophy Module : This is a module that exists in all ships without needing to be equipped. Every kill you make gets listed in the trophy module similar to how cargo is listed for cargo modules. Kills are organized by ship types and also tallies kills of fed, imp, and indy. You can turn the module off via power panel or leave it on so when you are scanned, the person/npc scanning you can see the data.


Down the road, the npcs could react to this data a certain way and missions could depend and be affected by the data in the module and whether you have it turned on or not.
 
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The scanner to be able to detect all anomalies within 1000 ls

I hope that will be a function like the current scanning of Mega Ships with the Data link scanner.

Scan the Planet the show up PoIs like volcanism and surface sites.
 
Fuel Scoopercharger.

Can't be fitted at same time as a fuel scoop but gives you a neutron boost from any scoopable star. Helps bubble and close range travel without decreasing the galaxy size.
 
I wish I had the slot slicer, so that size 2 module can be divided into two size 1s where I can install both ADS and DSF without wasting slot 3 for a size 1 module.

Rep for you, good man. Although I wouldn't have called it a slicer, more like a slot crammer, i.e. cramming two size 1 modules into a 2 slot. Then again, it might take some of the skilled decision making out of ship building if you just turned it into 120 empty boxes, fill with X points worth of FSD, X worth of thrusters, etc.
 
Escape Pod.

Military versions of modules.

Deployable Mining Rig.

Photographic modules for Espionage and Recon missions.

Nuclear Bombs for specific missions...

Nuclear bombs? Do you realize how overkill and dangerous those might be? No chance they'd be sold to commanders or any civil.

Fuel Scoopercharger.

Can't be fitted at same time as a fuel scoop but gives you a neutron boost from any scoopable star. Helps bubble and close range travel without decreasing the galaxy size.

Maybe but with that you could probably do something similar to what Allitnil did but much faster.
 
- A police lights utility module that attach flashing police lights to your ship.
- ADS module that alerts you to potentially interesting planets in a new system without having to open the system map.
- A trailer attachment so my clipper can haul around more stuff!
- An "external lights on" indicator light in the cockpit.
 
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