TL;DR:
1. Buff current single-limpet controllers (SLC), use current numbers for multi-limpet controllers (MLC)
2. Create MLC modules tailored for specific gameplay loops: mining, piracy, exploration, AX, service and so on
3. MAYBE introduce separate ammo for limpets
4. Change current SLC tiers to make some sense: no more "odd" tiers (there should be 1, 2, 3... not 1, 3, 5), fix the weight (tier 1 = 1t, tier 2 = 2t, tier 3 = 3t and so on, not 2t, 8t, 32t)

Longer version:
1. I suggest improving SLC (especially limpet speed), while using current numbers for MLC. Reasoning: you're giving bonuses to players who want to use a specific SLC, while also giving them more options. You're also giving yourself more options to balance stuff later, without bringing too much negativity for "nerfing stuff even more"
2. This is the main idea. There are 8 different limpet controllers and you need a separate slot for each of them. There are also some combinations that are used together more frequently than others. I suggest combining them together, to provide better experience, for example:
  • "Mining": prospector + collector
  • "Combat": hatch breaker + collector
  • "AX": decontamination + repair
  • "Service": fuel transfer + repair
  • "Explorer": research + collector
These combos allow you not only to have more utility, but also try some stuff that you wouldn't use otherwise. This is VERY important for explorers. because you need to count every kilogram to keep that jump range high

3. MAYBE think about giving some innate ammo to a limpet controller, akin to SCBs:
  • 1E - 2.5t - 2 limpets in a "clip" + 0.5 for the controller
  • 1D - 1.3t - 1 limpets in a "clip" + 0.3 for the controller
  • 1C - 2.5t - 2 limpets in a "clip" + 0.5 for the controller
  • 1B - 3.5t - 3 limpets in a "clip" + 0.5 for the controller
  • 1A - 2.3t - 2 limpets in a "clip" + 0.3 for the controller

You can bring more ammo by using the current system - filling your cargo hold with limpets. If you have 0 limpets in your cargo racks then you start using limpets from the internal "clip". Right now an explorer is better off bringing synthesis mats than limpets, because they weigh nothing

4. What is the idea behind current "odd" tiers? Please make it sensible:
Tier 1 is 1 active limpet , tier 2 is 2 active limpets and so on.
Make the weight increase linear, not geometric 1t - 2t - 3t, not 1.3t - 5t - 20t (!)

For MLCs it would look like this: tier 1 - 1 active limpets, tier 2 - 2 active limpets (maybe collector + repair, or 2 collectors), tier 3 - 3 active limpets (3 collectors, or repair + 2 collectors and so on)
 
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There are 8 different limpet controllers and you need a separate slot for each of them. There are also some combinations that are used together more frequently than others. I suggest combining them together, to provide better experience, for example:
I want
Prospector + Fuel Transfer + Research + Collector on one controller and I would be a happy bunny :alien:
 
Power creep.
Are you for or against?
When ship module spaces were created there were no limpets, or Thargoid modules or certain scanners or auto cruise modules. The amount of modules has proliferated whilst they've added maybe one extra size 1 slot on the smaller ships (my favourite type of ship to fly). Yet if I hear a radio SOS asking for help I can't because I haven't got a fuel transfer limpet controller (I dread to think how many NPCs have <virtually> died because the players passing nearby couldn't help them).
 
limpets aren't a factor in any realistic challenge offered to players. One doesn't have a leg up on the npcs or other humans by having one limpet controller over another - even repair limpets.

I see no reason why limpet controllers should be limited in any way other than technical limitations. The only thing you lose by doing so is tedium for the sake of being tedious.

if Fdev wants to introduce viable mechanics into the game where skilled use and choice of limpets are a deciding factor in success, then i'll change my suggestion.

Until then, they should just have one MLC and it should just be maxed out in every way.


Synthing limpets likewise, should make like 20 per synth (if there's room). They aren't expensive so cost is not a factor in limpets, and having a bunch of limpets doesn't win you a battle.. limpet ammo just forces you to return to base a bit more frequently than utter boredom does. It serves nearly no purpose other than to be annoying. I really wouldn't even be opposed to limpet controllers just having infinite limpet ammo.
 
I don't mind the focused Limpet controllers we have currently, it just bugs me when I get into a certain situation and can't deploy the correct limpet.

I wish we could spend 30 seconds to a minute synthesizing a single Limpet for a specific purpose. It would act like a Class 1 limpet, and would basically be just an anti annoyance feature.
 
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Somewhat similar concept, thx FDev!

Very sad about locking those to size 3 and 7 tho, please consider suggestion number 3
 
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New limpets are heavier than some of the ships! FDev, what is the point? They're restricted to size 3, can't be engineered and service MLC weighs 40 tons?! Is this a mistake with a decimal placement? Or do you just ignore explorers?
 
I have the following issues / suggestions with the MLCs:
  1. The Outfitting GUI text is less than helpful
    1. Exact supported limpet types are not listed. You need to get this info from a third party/google
    2. Functionality/Restrictions are not described, can different types be used at the same time?
    3. Stats are the individual best so it implies way better attributes than the limpets will have in reality. This results in frustration and confusion when the limpets reach is shorter than expected.
  2. The mass makes them a niche solution on small ships. Which is really wired since the need to save module slots is way more urgent with small rather than larger ships.
    1. Energy consumption, limpet live time, range or even active limpet count would be far better costs than weight.
    2. The weight looks random/like a misplaced decimal point since modules with the same abilities and class have less then a tenth of the mass.
    3. Maximum weight would be the sum of the weight of each LC it supports. More reasonable would be 3/5 of the sum.
 
IMO … Get rid of all limpet controllers apart from the Universal one …

Then have it available in ALL sizes: C1 can have one limpet active, C2 two limpets, C3 … three … and so on … simples! Then have them hold theit own ammo with increasing amounts available as the size progress, maybe 10 in a C1 up to 70 in a C7?

And for folks that want it, a Limpet Store module in various sizes for extra ammo If you’re chosen module size doesn’t hold enough for your purpose.

Limpet Ammo should cost the same as current limpets. Synth should be cheaper, with a single restock filling the 10 ammo in the C1 at least.

This would make everything sooooo much less complicated

- allows combat ships to stock a C1 “just in case” or a larger module and/or limpet store if farming for mats whilst still having no cargo so no accidental picking up non-mat targets (like other limpets!)

- allows for far more flexible mining builds, making use of all those even-numbered modules

- allows exploration ships to fit one module in whichever size suits them best and without having to rely on cargo space

- allows multi-purpose ships to be just that: salvage mission? Check! Stranded NPC with no fuel? No problem! Wingmate crashed into a moon? Let me get right on that …
 
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