Shielded Cargo modules

On the one hand, I don't know if shielded cargo racks will fix the problem the OP has.

On the other, I think there's a missed opportunity for engineering cargo racks, or at the very least more variants from a tech broker.

CRCR racks could become normal racks with a CRCR experimental modification, but what do G1-G5 mods do? I dunno, maybe one is a reinforced rack, flat 50% reduction in capacity, but engineering increases hull HP? Other variants do the same but increase a particular resistance (to a much lesser extent than any HRP)... as a lite way to "split" module slots and offer a bit more variance/consideration to some fits?

CRCR racks could be converted to normal racks and CRCR is an experimental modification? Maybe CRCR is a standard G1-5 modification, which reduces Corrosive damage by up to 95% at max G5, to introduce a bit more risk to that side of things and make it less of a binary on/off switch?

I think with a very-overhauled security, crime and punishment system, there could be call for "shielded racks" if say, a locked-down, high security station run by a dictatorship mandated scans prior to entry, with scan avoidance resulting in a bounty and the station turning hostile, in exchange for a higher reward[1].. that could again be an experimental modification, or a G1-G5 which only has a "chance" to avoid trouble (but I hate RNG success mechanics)

A controversial one is always "Ammunition Racks"... but maybe the tradeoff is, instead of a raw increase to ammo counts, you need to basically do something synonymous withy "synthesizing" the ammo, as a mechanism to represent shifting it from storage into the weapon system[2]... and a Size 8 Rack would only hold at most one extra clip of ammo for a given weapon system. Would be experimental, or even a tech broker one.

Maybe you could have racks that increase hatchbreaker limpet access time... could be handy against scythes?

Maybe others could be optimised for hauling particular cargo types (reducing overall capacity, but increasing it just for one category of goods)

I dunno, just spitballing... I'm not even convinced by some of these, but it just feels like an undercooked part of the game.

[1] Understand there's some gotchas in this descriptor... I'm not about to invent a whole new C&P system yet again for this post.
[2] I find it interesting extra fuel tanks dont garner the same controversy... but i digress.
 
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