Ship Module Ideas

Is there an existing discussion thread of ideas for ship modules?
I would start one, but I expect it has been done already. :D
 
Ships scanners with differing costs and abilities
Asteroid scanners that measure the type and yield of minerals in an asteroid
Fuel canisters for extended range jumps
A bigger range in weaponry
Cloaking devices that work better than 'running silent' so you're 'invisible' in space as well as radar that heat your ship up quickly and shut off the shields
Smart bombs (done correctly they wouldnt be all powerfull)
Bombs (for planetary assault)
Image recording devices
Hull repairation systems
Energy boosts for shields for a one-time repairation of shielding (I believe this is in the works)
Expanded cargo bays at a cost, and it slightly reduces max speed and maneoverability
Auxiliary power systems/ life support in case the main system is knocked out
Rocket launchers (rockets are not self guiding but fly in a straight line - best used when close to enemy)
Mine layers
Ecm systems
smart bomb shielding (see earlier, lol)
Not just one shielding system that fits all but a range of models each one successively more costly but more effective too
Atmospheric shielding (like in frontier, for when we have planetary landing/atmospheric flight)
ECCM systems for negating the effectiveness of ecm systems
Chaff
A range of different radar computers that give more detailed results
A range of different engines that can be fitted to your ship that give different accelerations and top speeds and maneovering. (Again, I believe this is in the works)
Streamlining for aquatic endeavours (again planetary landing expansion)
Docking computers
Navigation aids
Computers for relaying important information on the targeted system
Hyperspace cloud analysers (like in frontier)
Hyperspace cloud inhibitors (which mask your hyperspace cloud)
EMP weapons that interfere with the electronics on your ship
EMP counter defences
Nuclear warhead missiles - which are exhorbitantly expensive, lethal, and illegal in most systems
Computers that can relay commodity prices for the system you are in within a certain range - this range can be increased by purchasing more sophisticated trading computers
Satellites for your cargo bay which you eject and can monitor activity around ( a la x-series)
Repair drones, combat drones, sensor drones. (Hinted at by FDEV)
Welding lasers that can repair nearby friendly ships hulls
Escape capsuels
Combat droids for use in repelling boarding actions (coming up in the expansion) - or crew for same
A range of turbo engines
A holodeck suite for your ships lounge!!
A range of hyperdrive engines for longer jumps at greater cost with a min/max of class of drive a la frontier
military versions of all gear which work better but can only be obtained from the right contacts/lots of money
Anti theft device for your ship
A cloud generator that spits out clouds of ionised gas behind your ship to blind pursuers - their radars would still work
Concussion bomb launchers which fire big bombs forward and have a radius of effect - expensive, they should be. The bomb detonates when it either hits something solid or after the firer presses the trigger again
Armouries - for that big game hunt when planetary landings is in

Anyway - theres some ideas for yer. Some may go beyond what FDEV have envisiaged for the game but thats my 2 cents worth anyhow.
 
Good job @scrufferpops.

Some great stuff there. Id like to see modules that suit professions / missions - so extra life support, med bay, docking unit, hull clamps etc. for salvage / rescue.

Recon cameras, armories, intercept tech, countermeasures etc. for intel /recon.

Loads of good ideas suggested already. But you get the gist - specialist equipment that takes up cargo space / hardpoints to give you an edge for a specific challenge.

Also love the idea of expensive upgrades which give increased cargo space, longer jump range, external long range fuel tanks, solar sails etc., some already mentioned. External cargo from hardpoints – higher risk - less protection for cargo, but cheap way for traders to work with smaller ships.
 
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Some interesting things in there scrufferpops. David has already stated that this version of Elite will not have ECM. Unless he's changed his mind and I havent noticed it mentioned that is still the case. I dont think we'll see cloaking devices either since there a bit too science fiction and I dont think thats the angle they are going for. Shame though because they might have been useful for things like spying missions and going after enemies if your are a bounty hunter. I like the idea of energy boosts for shields for a quick repair until you can dock. I know Docking aids have been confirmed and i am sure there will be a bigger range of weapons to choose from once the next part of the beta gets going.
 
Cloaking devices are certainly not science fiction. In fact we nearly have them in the world now. All you need to do to make something visibly invisible is a generator that bends light around the object. I'm sure that if we can nearly do that now then we can develop it and perfect it in 1000 years....
 
I would like to be able to drop nav beacons. More than once I've been in an asteroid belt and found a couple of good bounties and the first one I choose leads me on a nice chase which takes me out of range of the other bounty and then I have no idea which way to head. Dropping a nav beacon would at least allow me return to the same area to resume my search.
 
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