[SUGGESTION] Detailed Module Info

Hey everyone,
Thought i'd get this out there. Since most people comment or ask what modules do.
Why does this game has such little detailed info when it comes to modules? Every single module, except really simple ones like Cargo Racks have info that is missing, its completely unfriendly to new players. To understand what each modules does I've had to dig into the wiki for several hours... I'll include some of the stuff I see in station or played around with, if I miss anything feel free to comment and i'll edit it into the first post.

Here goes,
Weapons:
Mining Laser:
  • Class differences - Better Yield? Faster Asteroid Extraction?
  • Why does it have 1 'Ammo'? It is never used up..? so it should be considered an energy weapon

Pulse Laser/Burst Laser/Beam Laser:
  • More detail since dev's mentioned "Laser-type weapons are better used for disposing shields rather than armor", when have an armor penetration of A? Best type?, how about a "Shield Penetration"?
  • Armor Penetration: A?, then comparing to another is Armor Penetration (Down Arrow) A? So is it a little less than A but not quite?

Cannons/Multi-Cannons/Fragment Cannon/Railgun
  • Reload Speed
  • Optimal Range
  • Shot type: Single(Cannon), Burst or Spread(Fragment Cannon), Automatic (Multi-Cannon), Charge (for Railgun)

Mine Launcher:
  • Proximity which mines detonate in KM

Missile Launcher:
  • Ammo type: Seeker, Dumbfire
  • Travel time
  • Range

Torpedo Pylon:
  • Damage (im not even sure why this isnt in the stats to begin with)
  • Travel time
  • Range

Utility:
Heat Sink Launcher:
  • Heat dissipated in total? and per second?
  • Not sure why "Weapon Mode" or "Armor Penetration" is in the stats

Kill Warrant Scanner/Wake Scanner:
  • Unrounded Scan range numbers, having 2 KWS at 3KM when testing 1 is actually 2.5KM

Chaff:
  • Duration of disruption
  • Weapon mode = Countermeasure?
  • Affected distance?

Electronic Countermeasure (ECM):
  • Range, Duration

Point Defense:
  • Mass of zero?
  • ammo cap of 100050?
  • Weapon Mode: Turreted
  • Range
  • Firetype: Single shot (i think)


FSDI (Frame Shift Drive Interdictor)
  • Interdiction Range, Time
  • Escape difficulty


In general what is the deal with these small bars that are out of 10? Health, Thermal load, Armor penetration, DPS, and DMG?
Every item sold at outfitting has a health of 10? why need the stat?
as for Thermal load, Armor penetration, DPS and DMG, they are very unclear... when you have a module with DPS ---/10 and another with (down arrow)---/10? (three dashes as observed in game) wth does that mean its 2.5? 2.8? its a little less than 3 but not quite? when not just say "Damage Per Second: 2.80" if thats going to be the case. How does it make sense to have a stat thats per second out of 10?
And how come AMMO FOR PROJECTILE WEAPONS HAS NO MASS???


////EDIT: I'LL UPDATE INTERNAL COMPONENTS TOMORROW//// (Alloys do nothing for your ship as seen in stats but increase your mass? HA!)

If people think this is handholding, please do share your thoughts, I don't think it is personally, it seems that the game is geared more towards Planetary bodies and the universe rather than the micro-management aspects of it is all.
 
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