The Fantasy Module Thread!

I'd like to see some kind of variant HUD modules, maybe a customizable one or just a few different types, just to give you a different layout or style.

Some sort of EMP missile that can actually attempt to bring down shields would be nice--missiles are mostly garbage otherwise.

An actual shipboard dock for actual ships, not this SLF nonsense. I want to launch my friends from my bay in cobras and eagles and such. Also, extra ammo/fuel/repair stockpiles for all the service ships out there. I want to take a wing of friends with cobras or eagles or whatever, load them into a type-9, jump into enemy territory and launch the hornets' nest.

Alternate cargo scoops. One with a bigger opening, or one with some sort of vacuum capability or an aimable grappling hook to pull in nearby stuff.

Alternate fuel scoops, like one that rewards moving instead of sitting still, or one that scoops faster but works at a reduced range, forcing you to risk the heat.

Directional shield boosters that give you considerable shield reinforcement...but only from certain directions. Anyone who's played the Freespace games knows what I'm getting at.

Mining charge limpets: limpets programmed to burrow into an asteroid and just explode, blasting free a cluster of resources all at once. Costs limpets, takes a few moments to burrow in and is expensive and dangerous, but BOOM goes the dynamite. Imagine springing THAT little trap on some unsuspecting pirates...

Protector limpets: a limpet that follows your ship and projects a small area shield, attempting to block projectiles. Far inferior to actual shielding and probably not nimble enough to stop, say, a beam laser, but may just save your when your shield is down.

Magnetic landing gear/landing claws or something: the idea would be to allow your ship to land on non-horizontal surfaces like canyon walls and places you're not supposed to go. Not a whole lot of purpose behind this one; I just had Empire Strikes Back ideas like hiding on the hull of a bigger ship...
 
Mining charge limpets: limpets programmed to burrow into an asteroid and just explode, blasting free a cluster of resources all at once. Costs limpets, takes a few moments to burrow in and is expensive and dangerous, but BOOM goes the dynamite. Imagine springing THAT little trap on some unsuspecting pirates...
I like the idea of this. Especially if NPCs also used them occasionally.
 
Emp that eliminates shields. Literally breaks them on any ship no matter how huge. Drawbacks no weapons while spooling up, limited range pulse and takes a good ten or fifteen seconds to charge. Advantage for small ships in that if they can outmaneuvre a big un for long enough they can have full access to module damage (powerplant) relatively quickly and force a retreat or gain a kill.
 
Emp that eliminates shields. Literally breaks them on any ship no matter how huge. Drawbacks no weapons while spooling up, limited range pulse and takes a good ten or fifteen seconds to charge. Advantage for small ships in that if they can outmaneuvre a big un for long enough they can have full access to module damage (powerplant) relatively quickly and force a retreat or gain a kill.

People still can't live with the fact that we have a railgun that can disable shields. And it's about 20 times harder to use than what you've described. Just...no.
 
Weapon hardpoint-

-Class 3 & 4 rail driver (closer to the guns on Imperial capital than class 1 / 2 rails)
-Class 3 & 4 torpedo racks (what I honestly thought AX missile racks were when teased)
-Dumbfire torpedoes in all classes (more bang, delay when firing, slow)
-Class 3 & 4 Heavy torpedoes (dumbfire only?)
-Class 4 Superheavy torpedo (one shot bomb of doom)
-Class 3 & 4 missile racks (no more damage per missile, but fire like packhounds using class 1 and 2 missiles respectively)
-Class 4 Fragment Cannon
-Class 4 turrets
-Plasma Repeaters (class 1 and 2 only?)
-ECM weapon with similar effect as thargoid lightning weapon, but nil damage
Twinned and quad mounting armatures that allow fitment of any 2 weapons of 1 class down or 4 weapons of 2 classes down on a turreted mount (so it suffers 20% damage reduction) (railguns and plasma can be mounted, but take up two slots per mount ( a class 3 armature could fit a class 2 rail or 2 class 1 rails) Pro: rate of fire over larger single weapons. Cons: heat, power consumption. Penetration power

Non-weapons using Weapon Hardpoints

-Class 3 and 4 mining lasers (more powerful beam vapourises ore and built in magnetic scoop that collects ore vapour/plasma, huge power needs and cooling needs)
-Harpoon/Grapple guns (cool idea is cool, i'll add my support for this)

Utility Hardpoints
-Falsified IFF (can copy another ship's profile and appear as same ship when in supercruise, occasionally glitches, so attentive CMDRs will notice something is not right. good for any time hiding identity could come in handy. Illegal if detected by cops)
-Modded Point Defence that targets Thargons/SLF
-Grapnel Limpet that acts as a single collector limpet on a 500m tether.
-Cold gas heat radiator. Consumes fuel to vent heat at faster rate. Has similar effect when venting as emmisive ammunition impact.
-Telescopic sensors array (for long distance USS detection, detailed planetary scanning, and for detecting surface POIs from low orbit).
-Spectroscopic sensors array (scans cone of effect, causes asteroids to glow in false colour depending on mineral composition. Faster but less precise prospecting option, like space-borne wave scanner)

Optional Internals
-Shielded Cargo racks that when scanned, only show ***UNKNOWN*** for each ton of cargo onboard. Illegal in high security systems

Turret fixtures that add dedicated twin/quad guns to top/belly/tail of some ships, giving gunners (exclusively) better positioned weapons for defensive fire. Armaments similar to SLF.
Pros: better defensive armaments, for use in multicrew only. (maybe some NPCs as well.) Cons: power/heat management, require gunner to operate.

SLF Variants
Combat-
-Scout- Armed with only one weapon hardpoint, and 1 scanner utility. Lightning fast and agile.
-Assault/Bomber- Armed with single gun hardpoint and either 2 class 1 missile racks, or 2 torpedoes, reliant on carrier ship for reloads via touch-and-go docking maneuver.

Non-combat-
-Miner- "armed" with spectroscopic scanner, mining laser and grapnel limpet utility. Has internal hopper that acts like refinery hopper with 3 material slots, but cannot refine. Touch-and-go docking transfers materials
-Salvager/Cargo tug- "armed" with harpoon, fitted with datalink and manifest scanners. 2 to 4 tons internal cargo space and cargo scoop directly in front of cockpit, perhaps interfaced with harpoon gun. Tugboat/space forklift.
-Explorer- fitted with telescopic scanner arrays and designed to land and drive like SRV. Multi-mode leaves it without plasma repeaters or wave scanner of SRV.
 
Multi limpet launcher, make it so it takes a while to change fuel limpet to hatch limpet and so on. Maybe make it more power hungry then the standards.
 
Huge and large railguns.

I wanna turn my corvette into a railgun barge already. Also, what the guy above said: a flexible limpet controller.

That said, I'd go further: Replace all different types of limpet controllers by a single unified system made of a multi use limpet controller and "software slots" that act like SRV and fighter slots. That way you can only use one internal slot of your ship for both hatch breakers and collectors for example. Having half a dozen different computers to control the same drones in a different way is just dumb IMO.

Bigger and higher grade limpet controllers would have more slots. The smallest would have only one, the top grade smallest one would have 2, and as size increase the worst grade would have more slots and so would the top grade. Actual limpet performance (distance to target, lifetime) would depend on controller grade, as it is now.
 
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People still can't live with the fact that we have a railgun that can disable shields. And it's about 20 times harder to use than what you've described. Just...no.

I dont get your disagreement?

Think its coming already anyway as i cant see how else were going to fight a thargoid ship bigger than the current interceptors without some sort of systems interference device. theres only one Jeff Goldblum after all
 
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Multi limpet launcher, make it so it takes a while to change fuel limpet to hatch limpet and so on. Maybe make it more power hungry then the standards.

Once we reverse-engineer a Thargoid ship and its drones, we should be able to select multiple targets and send out all our limpets at once!
 
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