New Module Request - Advanced AFMU

Ok let get some idea what it will be in Fleet Carriers check here.
Oh wow, you posted a link to a Wiki, a Fan Based Wiki, that anyone can contribute to, that isn't affiliated in any way to FD. And look what is at the top of this authoritative page, the following disclaimer:
Content presented on this page has not been released yet. Details are subject to change before release, and anything unsupported by a source may be speculation or incorrect.

Yeah, nah - I think I will wait until I see the capabilities of said Fleet Carriers in a Beta or fully defined by FD :D
 
This may come a shock to you, but a fleet carrier actually isn't going to be an internal module you can install on a single ship, so you blathering on about them is entirely irrelevant to anything I was talking about.
If you read the page. It a Mobile station you control with landing pads Which sounds like to me it could have Repair which will deal with Hull and the power supply.

Oh wow, you posted a link to a Wiki, a Fan Based Wiki, that anyone can contribute to, that isn't affiliated in any way to FD. And look what is at the top of this authoritative page, the following disclaimer:
Content presented on this page has not been released yet. Details are subject to change before release, and anything unsupported by a source may be speculation or incorrect.
Yeah, nah - I think I will wait until I see the capabilities of said Fleet Carriers in a Beta or fully defined by FD :D
And a lot of that info came from Video Frontier made about Fleet Carriers.
 
If you read the page. It a Mobile station you control with landing pads Which sounds like to me it could have Repair which will deal with Hull and the power supply.
Wow. I had never heard of these things. How do you say that?

"Fleet"

"Carrier"?

What am amazing combination of sounds. What a new concept I've never ever heard of before. Or talked about before. Or posted about before.

You're the first person ever. Wow. Thank you for your amazing knowledge.

If you didn't notice, that was sarcasm.

Fleet carriers are utterly irrelevant to what I asked for.
 
If you read the page. It a Mobile station you control with landing pads Which sounds like to me it could have Repair which will deal with Hull and the power supply.

And a lot of that info came from Video Frontier made about Fleet Carriers.
Nothing has been said about fleet carriers that would invalidate the OP’s suggestion in any way.
 
A nice idea, but you would have to go further.
Shut off the PP and life support ends. Hope you can hold your breath a really long time.
Didn't an explorer accidentley turn off his pp, didn't have enough air and the ship went boom?
Maybe he turned off life support to repair.
It was probably ice cold vodka night.
 
A nice idea, but you would have to go further.
Shut off the PP and life support ends. Hope you can hold your breath a really long time.
Didn't an explorer accidentley turn off his pp, didn't have enough air and the ship went boom?
Maybe he turned off life support to repair.
It was probably ice cold vodka night.
Yes, the amount of repairs you could do, in part, would be limited by your life support. I figured that much was obvious.

It adds to experience of doing such a repair in deep-space. It'd be part of the appeal, honestly.
 
Yes, the amount of repairs you could do, in part, would be limited by your life support. I figured that much was obvious.

It adds to experience of doing such a repair in deep-space. It'd be part of the appeal, honestly.
Actually not obvious. I don't recall anything that shows how much air you have.
Full tank? 1/2 tank? very little?
The only time I see air supply replenished is at a station.
Please enlighten me.
 
I don't see the need for an Infinite repair unit that repairs the Power plant for regular ships or exploration. Remember only the skilled players live. We have the reboot/Repair. We also have Nebulas stations for repairs and thank you Atol we also have Carriers when released which can do rearm and repairs players and what I have seen on the Frontier page You don't have to own a carrier to visit one. Fleet Carrier Details.

So do we need easy mode when the game going to get easier? NO. Let Frontier add content that makes the game better but not easier.
 
I don't see the need for an Infinite repair unit that repairs the Power plant for regular ships or exploration. Remember only the skilled players live. We have the reboot/Repair. We also have Nebulas stations for repairs and thank you Atol we also have Carriers when released which can do rearm and repairs players and what I have seen on the Frontier page You don't have to own a carrier to visit one. Fleet Carrier Details.

So do we need easy mode when the game going to get easier? NO. Let Frontier add content that makes the game better but not easier.
Oh you people...

This isn't about making the game easier.

I have literally never been in a situation where I need a powerplant repair or I will die, and I literally never will be in this game.

It would make it more fun. It would literally never save my life.

Why is that so hard for you to comprehend?

Stop objecting on the entirely false basis of "No, sometimes other players need to die." It's an entirely false objection. The repeated calls of "but fleet carriers!" prove that it's false because fleet carriers are incoming gameplay that would prevent even that theoretical death.

Literally no one has raised an actual gameplay-based objection.

This isn't to save my life at some point, it's because I would find having that module fun.

How are you all so obtuse?
 
Do you guys think the game would be easier for you if that module were available?

If so, ok. Say it.

But stop pretending it would make things oh-so-dangerously-easier for someone else. Because you're just making things up and then arguing against your imaginations.
 
All in all, FD already answered this a long time ago. Their statement was that not being able to repair the power plant is intentional. Between AFMU, hull repair limpets and synthesis for both of them, it's the only thing which still kind of forces people to return to a human settlement at least once a while. And that's why they don't intend to ever change it.

I am too lazy to dig that out now, where they wrote it. It was in one of the many older threads of the same topic as this one. If somebody is interested to find the exact words, feel free to search for it.

That being said, the statement itself is flawed. Next to AFMU, hull repair limpets and synthesis for both of them, there's also still reboot and repair and synthesis for life support. So as others already stated, in the extremely unlikely case that you actually wore down your power plant to 0% without it involving combat, you go reboot and repair. This takes away a few percent of other modules, perhaps even one of the hull, to give modules at 0% a bit of durability again. After that apply AFMU and hull repair limpets to get everything else to shape. So we actually by now can be completely independent from any human settlement in the galaxy, against what FD actually wanted us to be.
 
After that apply AFMU and hull repair limpets to get everything else to shape. So we actually by now can be completely independent from any human settlement in the galaxy, against what FD actually wanted us to be.
Integrity goes down with each reboot 'cannibalize', so eventually you do have to go back as that bit doesn't get fixed, or damage becomes easier.
 
Although no reason was given by FDev, I remember them stating in the past (in conjunction with Heat Sink Synthesis discussions at the time) :
"We don't want Players to stay out there indefinitely" (rough quote)

A while later I noticed that Patchnotes read something like "fixed something on Server for Players carrying huge amounts of Exploration Data".

I take it there's a valid reason for FDev to want Players to at least occasionally dock, sell their Exploration Data and (if needed) fix their Ships there.

So being able to fix one of the very few "Abort Criteria" for long-term Explorers might not be desired due to Server/Internal limitations.

(all just taken from Memory when reading it a long time ago, so I might be wrong there)
 
I am aware FD doesn't want players out indefinitely.

And yet again, I am aware there's reboot and repair. As I have stated many times, this isn't to save my life. It's entirely for fun. I've been out exploring a lot. Never once had my powerplant get low. And there's plenty of deep-space bases now where you can get repaired if that did happen. And there's gonna be fleet carriers.

This would literally never save anyone's life. It can be made complex enough that it would literally never do that.

It's entirely for the headcanon-fun of "I can fix anything on my ship that I need to".

That's all.

It will literally never make the game easier for anyone.

It's an AMFU with less capacity and with mass, but with the perk of doing something that's literally of no practical benefit but is fun.

Why is that so hard to grasp?
 
I would like to be able to equip an AFMU that comes with a battery backup.

No major specific reason, I just feel safer with an AFMU that can run on it's own power for a bit, that way I could, in theory, power down my entire ship - powerplant included - and have my AFMU repair that as well.

Once it's back at 100% and online, the powerplant can recharge the AFMU's battery for next time it's needed.

I'd assume this'd realistically add a good deal of mass to the AFMU, probably the same as the equivalent class shield generator, make the AFMU be able to repair less overall, and probably make it use consume more power when it's online.

But that's ok, because the extra mass is worth the trade for extra sense-of-safety: If I get stuck somewhere with a nearly-dead powerplant, that'll be a problem I can fix.

A power draw increase to accomplish this is fine, because I can deal with increased power draw on basically any ship: I like power management, that's just more fun. As long as my powerplant can theoretically power it, even if I need to turn everything else off, I'm gonna get it online and useful.

And I can deal with it repairing less overall, because no matter how long it ends up taking me, I can re-stock it by synthesizing AFMU mats so that no matter what, as long as I can keep my ship alive, I can always keep my ship running smooth - thanks AFMU's!

The "repair procees" might just sometimes involve running around in my SRV, scouring planets for rare materials.

I dunno, seems like the technology is all there, in game and out? :) It makes plausible sense for that to be a product someone would sell.

As for recognizing this is a game, it'd be an interesting consideration for explorer builds. Might even make people re-think some "deep space extended-duration" combat builds. Add some RP-flair for scavengers and people who prefer living out in the fringes.

It can be made into something that can't really be abused mid-fight - your powerplant and everything needs to be off, your ship must come to a complete stop in realspace before using, the repair procees takes time to complete, if you're at all shot during a delicate power plant repair, you'll mess up and you'll probably instant-detonate your ship.

This could take the form of a new type of AFMU, or it could even take the form of an AFMU limpet: Really short-range and slow-working, requires a cargohold and specialist AFMU-limpets in it. But that's cool, because it's an AFMU on a limpet, so it can still repair all your internals or someone elses, if they enter those same conditions and accept a chatscreen UI prompt from their own ship's computer, like on a mission update.

Either form of this is cool, but obviously limpets would kind of be cooler, for the new gameplay options it could enable.

So it's entirely a plausible thing to make, in-game and out. :)

So gimmie. I really wanna put one in my Krait Mk II. :D
Nah, I don't think the AFMU was a good idea in the first place, it should have been reserved functionality for multicrew/legs. Having it as a module just reduced the amount of useful things crew/legs could do gameplay wise.
 
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