The Fantasy Module Thread!

This was already mentioned: Interdictor Inhibitor. ~ I'd call it the Interdiction Decoy

My 'Spin' on the idea would involve a utility slot module, that has the ability to project a false signature. Now I have two ideas for this.

Idea 1: the module has no ammo, but it sucks on the SYS capacitor while it's being used. It causes a 2nd 'tunnel' for the person initiating the interdiction to follow. if they choose correctly for 2-3 seconds straight, the false signature fails, the defending pilot gets their SYS slammed to 0 energy, and the attacker proceeds as normal, the module goes into a long cooldown, something much the same as the FSD long cooldown. IF the attacker chooses poorly the attacking pilot won't know till he 'pulls something' out of supercruise and realizes there's nothing there, that pilot is stuck with a cool down while the defending pilot stays in supercruise and gets away. The trade off is it's about a 50/50 Chance of working. but there's no ammo. That's Idea 1.

Idea 2: The module has ammo. Something very low, like 1, max 2. (I prefer 1). The module instead fires a supercruise limpet with your ship's signature and automatically overpowers the offending ship's sensors. the interdiction fails on the defending pilot immediately but the attacker continues to follow the limpet, having no clue that the real ship got away. If the pilot pulls off early or fails the interdiction game, the pilot will realize it was a limpet. but if the pilot 'wins' the interdiction, the pilot will pull the limpet out of supercruise and know they were duped. The obvious drawback is the ammo. Much higher chance of working, but you only have as many tries as ammo, which would be 1 per module.


I hope this wasn't too complicated :D

And I think this is an excellent idea myself, for ships like T-9s, belugas, and other Space Whale species.
 
I seen this threat title and my face light up as I know there is going to be a lot of good ideas in here, I'm predicting me dropping a lot of +1 reps on folks as I read through this thread soon, just after I grab a shower.
 
Inter-species translato.

Flying SRV( piloted scimmer) or surface scanner, data point scanner and surface scoop for ships.

Plasma repeaters for regular ships.

Boosters for everything that uses power, not just shields. Speed, jump range, energy weapon damage, cooling.

HUD galaxy map, tha alowes targeting stars you see from the pit.

Material storage extender.

Class 4 enhanced thrusters.

A real surface scanner(surface mapper).
 
a cryocooler, spray (liquid) hydrogen fuel at the heat vents to dissipate more heat, more fuel evaporated, more heat dissipated... Basic Intermidiate and Advanced versions of this available, basic = manual fire reuired, intermediate only fires to avoid you taking heat damage, advanced allows the pilot to set a target temperature percentage for the cryocooler to work like cruise control and maintain. Disadvantages, abnormally heavy for a module of its size because of all the insulated pipework, uses a lot of power and fuel and is super fragile so a small amount say 15% hull damage puts the module offline.
 
I'm surprised no-one has suggested cloaking technology so you can perv at the other ships in the starport.....:p

Must just be me then :)

V2k.
 
Photo/Infra-voltaic conversion armor. Takes a sizeable chunk of laser damage dealt to you and negates it/converts it into juice for your power converter. Downside is that the conversion runs incredibly hot, and anything more than a medium laser or 3 will rapidly cook you like a spud.
 
I Like the idea of some form research modules which gather data and might be specific to certain environments. like maybe a geology scanner that can show areas of a planet where you might find certain minerals. Or scanners specific to alien life/biology. Even maybe an IR filter(or some such gidgimgadget) for orbital flight to help identify areas of interest from orbit. .... but mainly i liked the thread title .... reminded me of:

ZrImXFp.jpg
 
A police-band scanner. Lets you know whenever somebody (PC or NPC) with "report crimes" turned on is attacked.

Paintball guns or ammo. Does no damage, but tags your enemies with paint splatter once shields are down. Reapplying paint at stations would fix this.

I can see myself targeting canopies exclusively with this.
 
Blinking signal lights coming in blue, red and orange-yellow. You put them in utility slots and when you activate them with a fire group, they turn on or off.
 
I wouldn't mind an ammunition magazine. They would have to be loaded with a particular type of ammunition. A size 1 magazine could reload a size 1 weapon, a size 3 magazine could reload a size 2 weapon, etc. Torps could not be reloaded. Perhaps the "loaded for bear" weapons like rails or PA's could require a next-size up magazine (IE, C2 PA would need a C5 ammo mag).

Similar to a shield cell bank, we could have a distributor cell bank. The DCB would recharge all, (or maybe 1 predetermined) capacitor at the cost of heat generation. If they were limited to a single capacitor, perhaps the SYS DCB could improve cooling, the ENG DCB could improve handling OR speed, and the WEP SYS could improve reload speed (ammo based weapons) or fire rate (lasers).
 
I Like the idea of some form research modules which gather data and might be specific to certain environments. like maybe a geology scanner that can show areas of a planet where you might find certain minerals. Or scanners specific to alien life/biology. Even maybe an IR filter(or some such gidgimgadget) for orbital flight to help identify areas of interest from orbit. .... but mainly i liked the thread title .... reminded me of:


So much win, right there.
 
Exploration drone(s).

So you arrive in a system, look at the orrey map, and state where you want your drone(s) to explore, and choose what's best for you to explore in person.

When the drones are in orbit you'll be able to get video feeds back from them to better view the object. And they'll also be able to do the more interesting detailed surface scanning FD would surely have put in by then!

Before leaving the system, you'd specify where the drones should go to best meet up with you, and once they have, off you jump.



As regards weapons (& engineering), we have enough now, already resulting in too much variety resultanting in a negative paper-scissors-stone-spock-lizard-handbag outcome. No more!
 
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Shield Jump Starter
Park stationary within 150m of any ship, with collapsed shields, and use your shield generator to bring theirs back online extremely quickly. (Docked regency speeds)
Will drain your own shields, and waste energy in the transfer.

Generates heat in donor ship. Moving breaks the charge.
 
Surface mapping scanner

Surface mapping scanner - A scanner mounted on a hardpoint that generates a surface map of an area you fly over. Closer to the surface the more details and more POIs, material rocks, etc are detected. They are then selectable and can be flown/driven to later. Bigger hardpoints - wider area. Downside- weight/power.
 
Utility modules that boost weapon damage as an alternative to shield boosters, Utility modules that act as Extra power capacity,In fact why not a just an extra capacitor in an empty slot,This will never happen I can already hear the screams OP,OP,OP not fair OP
 
I guess that would work if they are external-only modules. Maybe some sort of EMP.

EMP mines that cause pursuing ships to reboot! Actually, any mine that works would be nice... Half my ships have empty hardpoints because they are runners, not fighters, and mines are currently useless for escape.
 
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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!

1 - Auto-Jump Nav Computer: After manually plotting a route and making the first jump this computer would take over by hitting the jump button, then at the next star turn the ship away from it and hit the jump button again, etc, etc. The basic model could safely stop near the last scoopable star so you can manually scoop, whereas the more expensive model could scoop and continue. The down side is you won't be getting exploration data since you're on autopilot.

2 - Shelves / Dividers. If you think about 20th century cargo containers, they are stackable. So why in 3303 can't I put two size 1 (aka 1 ton) items in a size 2 space? So I would like an option internal module divider so I can split large module slots into smaller ones. Down side is I'll run out of power quicker with more modules.

3 - Electronics/Server closet module. A docking computer should not take up the same space as 1 ton of cargo, so let us buy a server rack to put all our electronics in, like scanners and computers etc. Down side is it's not included by default as it should be.

4 - Rear-view camera module. It would be nice to be able to bind a key to look out a rear view camera, kind of like all those old space games from the 90's (X-Wing, etc.) Down side is I'm not looking forward when looking backward.
 
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