The Fantasy Module Thread!

Ok, let's get a little crazy. If you could have a snazzy new module/hardpoint/weapon for you ship, what would it be? The are only 2 rules -

1. It must have some sort of drawback to offset its effect.
2. It must be within the bounds of ED science e.g. no antigravity, no teleportation, no uber A.I. (please correct me if I'm missing something else).

For example - a Shield Siphon. It's functionally similar to a beam laser, but it depletes your targets shields whilst replenishing your own. Fits in a weapon hardpoint. The drawback is that it generates massive amounts of heat to your vessel, and does no hull damage to the target whatsoever.

Yes, my example is kinda boring. Show me how it's done!
 
A module that cools your ship but amplifies your thermal signature.
I'd call it an OPEN WINDOW! :cool:
Joking about the name but that would be a nice module to have.
 
A module that cools your ship but amplifies your thermal signature.
I'd call it an OPEN WINDOW! :cool:
Joking about the name but that would be a nice module to have.

Would be an interesting mechanic to add to canopy breaches. Every little cloud, as they say.
 
It'd require a variety of mod's to the core-gameplay but I'd like to see more sciencey modules for explorers and prospectors.

Stuff like, for example, an orbital scanner which allowed you to highlight areas of a planet which were rich in mineral deposits or, perhaps, a scanner that allowed you to fly over a planet's surface and find similar things.

On a related note, maybe it'd be nice if there were modules (a bit like limpets) where you had to deploy them, leave them for an hour and then retrieve them to get the pay-off.
For example, some kind of orbital probe which you could deploy and, upon collection, it'd give you detailed info' about a planet and, perhaps, add stuff to the view in the sys-map.

Alternatively, how about some kind of large mining drone which you could deploy and leave for several hours so that, when you came back, it'd have gathered some rare minerals such as Arsenic or Antimony from a suitable planet?
For that, you could even set it up so the basic unit just sucks up everything but an engineered module could be "programmable" so it only collects rare elements and better drones would have more "bays", like a refinery.

That'd be a nice addition to a mining operation.
You'd take off, drop your mining drone(s) on a planet surface, go find some rings to mine and then collect your drone on the way home.
And, if somebody else stumbles across your drone while it's unattended, they could blast it and it'd spill whatever it's collected.
 
A weapon that can only damage modules, and has a zero percent chance of damaging hull.
A microwave laser. Damages shields but only induces heat into the ship instead of damaging the hull, frying the internals in the process.

What I really want is a 3F Corrosion Resistant Cargo Rack (Capacity: 8). It would fit so well into my Viper IV explorer.
 
One larger size class fuel scoops for the Diamondbacks.

Drawback? I think bringing these ships up to standards is worth it regardless.

How to implement: Exploration specific module slots on some ships.
 
Last edited:
Low yield star fuel scoop

Allows fuel scooping off small cool stars and dwarves. However the intake rate is very slow. As in, go put the kettle on, this is going to take some time. (This could also be an engineer upgrade)
 
A microwave laser. Damages shields but only induces heat into the ship instead of damaging the hull, frying the internals in the process.

What I really want is a 3F Corrosion Resistant Cargo Rack (Capacity: 8). It would fit so well into my Viper IV explorer.

*Maser. If I remember correctly, these were the first types of lasers invented.
 
Harpoon gun

Literally a ship to ship harpoon with an ultra high tensile strength cable. It will break eventually if put under enough stress (and requires repair).

Not exactly sure how this would work in practice (winding around a ship?, towing? slingshoting ships?) but it could make for some very interesting fights if ships are tethered together.
 
Last edited:
Window cleaner. Does exactly what it says on the tin.

Heh, along those lines, paint job repair limpets. It's nice seeing my paint jobs every once in a while when I make it back to the bubble as it is now. Wouldn't mind seeing them more often, you know, when I'm actually using them.
 
Harpoon gun

Literally a ship to ship harpoon with an ultra high tensile strength cable. It will break eventually if put under enough stress (and requires repair).

Not exactly sure how this would work in practice (winding around a ship?, towing? slingshoting ships?) but it could make for some very interesting fights if ships are tethered together.

This would be pretty cool to mess around with outside of combat too.
 
Class 3&4 missile racks
No increase in damage per missile, but has a larger over all ammo capacity and clip size. Also class 1,3&4 Packhounds. :D

Class 3 Railgun
Effectively 3 class 1 Railguns in a gattling formation. Massive heat generation, fast ROF, huge power use.

Class 4 Railgun
Very very slow RoF, and a much longer than normal spin up time. Huge power use (15~mw, and takes a while to boot up if powered down), and causes immense heat. Incredibly heavy.
Defaults with super penatrator and impulse attack.
Powerful enough to cause recoil on the ship firing it. A Corvette with 2 fitted, traveling at full throttle would be brought almost to a halt. :D

Class 1-4 Plasma Repeaters
Yes! The SLF weapon I love, but for ships. :D

I did have some non weapon module ideas. But I got carried away with pew pew.

CMDR Cosmic Spacehead
 
Last edited:
Back
Top Bottom