The Fantasy Module Thread!

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 ELITE 1984. Down side is I'm not looking forward when looking backward.

Fixed that for you. ;)

Elitebbc.jpg
 
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On the subject of weapons (if we're to count them as "modules"), I don't really see why there aren't gimballed/turreted versions of ALL the weapons.

They already come "pre-nerfed", compared to fixed weapons, by virtue of being more expensive, less powerful, less accurate and being vulnerable to chaff so it seems a bit OTT to also just flat-out deny people the ability to buy them at all.

Let's face it, if a gimbal/turret system can move a giant cannon/laser/MC around, there's no reason why it shouldn't work with things like PAs too.
 
On the subject of weapons (if we're to count them as "modules"), I don't really see why there aren't gimballed/turreted versions of ALL the weapons.

They already come "pre-nerfed", compared to fixed weapons, by virtue of being more expensive, less powerful, less accurate and being vulnerable to chaff so it seems a bit OTT to also just flat-out deny people the ability to buy them at all.

Let's face it, if a gimbal/turret system can move a giant cannon/laser/MC around, there's no reason why it shouldn't work with things like PAs too.
Oh god. NPCs with turret rails.

We're all doomed! Lol

I see what you mean though. :)
 
Signature Dampener (module) / Sensor Burst (counter module)

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.

I think this may be a fun module too (though perhaps not for that specific purpose :) ), but I'm sure it'd need some tweaking to balance it.

Perhaps something like:

Module: Signature Dampener

Pros:
+ when activated, reduces signature after 10-15s or so inactivity (hand waivium: needs to calculate dampening field or some such thing)
+ effect: sets up low signature silent-running-like mode (so really just a very very weak sig, but not an invisible ship)
+ movement: could restrict movement below some low speed (e.g. landing gear speed limit), or have movement reduce effectiveness based on how fast you go over some minimum (subject to the constraints below), and boosting would break it entirely. This would be to reduce its effectiveness as a sneak / surprise attack method.
+ turning the ship does not break signature dampening, but could reduce effectiveness while turning

Cons (quite strict, but could be relaxed a little maybe):
- degree of effectiveness controlled by class / mass trade-off, so large ships need a higher minimum class than small ships
- any shields must be deactivated before the passive effect kicks in
- taking damage breaks signature dampening
- very close proximity to another ship breaks dampening (they can see you at this point anyway!)
- the following actions break signature dampening, and a ship must stop doing taking these actions before it'll establish itself again (after the 10-15s cooldown stated above):
-- firing weapons
-- launching fighters
-- speed boost
-- perhaps restrict scanning?
- taking any indirect action that would usually mark you as hostile (e.g. via fighter, mines, etc), still marks the parent ship hostile but doesn't break the sensor dampening on the parent ship, so if someone exposes a ship that has indirectly caused a hostile action, will still appear hostile as per usual

Even with those cons, I'd find this handy for something that launches fighters, provided it'd work on NPCs/AI.

Set up 15k out from operation point, have NPC hold position. Then launch fighter, wait for dampener effect to kick in for your mother-ship, then fly off in the fighter and shoot stuff / scout around.

I've been flying a Keelback lately and this would put the main ship at lower risk (until discovered, see other module below), while the fighter could go do the work (until you run out of those). You could also run with some more risky fighter oriented loadouts (e.g. drop that shield generator / hull reinforcement for another fighter bay, etc). It might also introduce an interesting combat mechanic.

Also if you fly into some area and see a lone fighter swooping about, you can be reasonably sure that there's a ship with a sensor dampener somewhere nearby.

Then of course there would be some counter module to reveal/ping ships that are in hiding within some fixed operation range (say 5km or something), or perhaps some directed scanning cone with a longer range (10-15km). Any ship hit by the ping would kick them out of stealth mode and they'd have to wait the 10-15s delay before their dampener kicked in again.

Module: Sensor Burst

Pros:
+ Disrupts any signature dampened ships within range
+ Does not count as an aggressive action
+ Temporarily increases sensor range for some short period (2-5s), so it'd temporarily reveal non-cloaked ships usually outside of sensor range and in the area of effect

Cons:
- Does not expose ships in regular silent running mode (mainly just to counter the dampener)
- Limited range (5km or so), or directed cone (10-15km or so), I think directed cone is possibly more interesting.
- Relatively high ping cool down, say 10s or so, so you couldn't just fly around spamming it
- Use increases own signature for 2s (or some short time) so it'd be reasonably obvious what you're up to.
 
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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:


I have a funny feeling that I spotted both Oddjob and Scaramanga in this photo - does that mean we will get a flying-hat module with steel rims?!
 
I have a funny feeling that I spotted both Oddjob and Scaramanga in this photo - does that mean we will get a flying-hat module with steel rims?!

Nice! And with all these gold paintjobs... Maybe a gold multicannon to leave our signature "kill" edit ~ I think Scaramanga was more of a rail gun kinda guy.
 
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Nitro boost that lets you hold in the boost button for 10 seconds of boost before the tank is empty and needs to be refilled either at station or using synthesis.
 
I wouldn't mind a "match velocity/rotation" limpet. Perhaps this functionality could be added to prospector limpets.

While I'm on a mining bent, what about a mining SLF? It could act as a prospecting limpet and collect fragments (not cargo, but maybe the equivalent to 3-4 cargo units) to return to the mothership's refinery.
 
Maybe something to actually add more depth/interest/variety/quality of gameplay, other than more/bigger pewpew?

We've had 3 years of bigger and bigger pewpew and precious little improvement in depth of gameplay...

Op asked for modules, hard points or weapons.. I can't really think of modules that would work without having to change large portions of the game, or introduce entirely new features too dependent on other things that don't yet exist (e.g.: science station in a ship for the study of stars, planets, plants, animals, alien tech and anything else one finds on their journey through space).

So, weapons it is .. and I happen to REALLY like tri-barrel Gatling guns. xD
 
I wouldn't mind a "match velocity/rotation" limpet. Perhaps this functionality could be added to prospector limpets.

While I'm on a mining bent, what about a mining SLF? It could act as a prospecting limpet and collect fragments (not cargo, but maybe the equivalent to 3-4 cargo units) to return to the mothership's refinery.

Adding depth to game/mechanics before adding things like multi-crew mentioned achieving a purpose for a SLF & mining - https://forums.frontier.co.uk/showt...o-bite-ED-in-the-boosters!?highlight=boosters

Op asked for modules, hard points or weapons.. I can't really think of modules that would work without having to change large portions of the game, or introduce entirely new features too dependent on other things that don't yet exist (e.g.: science station in a ship for the study of stars, planets, plants, animals, alien tech and anything else one finds on their journey through space).

So, weapons it is .. and I happen to REALLY like tri-barrel Gatling guns. xD

Turret detailed surface scanners... There you go... A weapon hardpoint being used for something other than more pewpew... I suspect there's plenty more...
 
Ammo racks.

Allows you to carry spare ammo for any of your weapons. Downside? Well besides taking up internal space, ammo has weight.

Ammo limpets. If you take them along with fuel limpets and repair limpets, you can have a full service resupply ship. :p
 
Turret detailed surface scanners... There you go... A weapon hardpoint being used for something other than more pewpew... I suspect there's plenty more...
See, I wouldn't have thought of that .. but it did make me think of probes.

However probes wouldn't be a weapon hard point focused. I guess it might go into utility, or take up a slot similar to a hanger? Depending on the size of the probes.

Land-based probes
probe_final.png

Flying probes (ground/atmo scanning)
probe_by_chris_garrett-d59ayrj.png

Water probes
icy_moons_probe_by_abiogenisis-d9vb59r.jpg
 
Maybe something to actually add more depth/interest/variety/quality of gameplay, other than more/bigger pewpew?

We've had 3 years of bigger and bigger pewpew and precious little improvement in depth of gameplay...

I like your thinking. Perhaps a grappling hook / tractor beam we could use to snag slightly-damaged abandoned ships floating in space so we can tow them home and fix them up and fly them ourselves! NMS has something kinda like this (salvageable ships).
 
I like your thinking. Perhaps a grappling hook / tractor beam we could use to snag slightly-damaged abandoned ships floating in space so we can tow them home and fix them up and fly them ourselves! NMS has something kinda like this (salvageable ships).

What about this ..

A one-man pod with arms for breaking apart derelict ship hulls and other doodads and bringing them back to your ship?
Have a T9, grab some friends, stuff in about 2-3 of these babies.
And voila.. salvage operation teams.

c65b9fa841cac19a02c11d31c3d70ec9--pulp-fiction-science-fiction.jpg



Same idea, but for asteroid mining:
20170630_asteroidday2017_2560_001_by_macrebisz-dbepf3l.jpg


Upgraded SRV with winch for cryo-pod recovery:
20170707_rover_2560_001_by_macrebisz-dbfocxw.jpg
 
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I like your thinking. Perhaps a grappling hook / tractor beam we could use to snag slightly-damaged abandoned ships floating in space so we can tow them home and fix them up and fly them ourselves! NMS has something kinda like this (salvageable ships).

Mentioned here - https://forums.frontier.co.uk/showt...w-could-a-physics-engine-be-used-for-gameplay

See, I wouldn't have thought of that .. but it did make me think of probes.

However probes wouldn't be a weapon hard point focused. I guess it might go into utility, or take up a slot similar to a hanger? Depending on the size of the probes.

Land-based probes

Flying probes (ground/atmo scanning)

Water probes

I mentioned exploration drones earlier in the thread to allow you to micromange the parallel exploration of bodies in your system using the orrery map. Or crazier still, actually allow a crew mate to control them...

See FD! Adding more depth into professions BEFORE you break them down (for multi-crew) does reap dividends! - https://forums.frontier.co.uk/showt...o-bite-ED-in-the-boosters!?highlight=boosters
 
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I mentioned exploration drones earlier in the thread to allow you to micromange the parallel exploration of bodies in your system using the orrery map. Or crazier still, actually allow a crew mate to control them...
This is precisely the type of game-play I'm looking for.
Would easily give me a reason to explore.
 
Mass locking module enforcer (internal) ( raises your MLF by a x value) weights a ton :D


Ship ID Scrambler (internal) Broadcasts fake Id's , have some powerdraw, Can only be used to scramble ship type or wanted or not status.


Multipurpose Limpet (internal (variants HBL x CL , FTL x CL , PL x CL, HRL x CL, FTL x HRL , PL X HRL )
- Size is 1 UP From the original (From 1 to 2 from 3 to 4 , 5 to 6 and so on.),
- But the amount of limpets is NOT raised. size 2(1) still 1, size 4 (3) still 2, size 6(5) still 3. and they have to SHARE from both purposes. so you can never have more limpets being controlled.

*HBL - Hatch breaker Limpet ,CL - Collector Limpet , PL - Prospecting Limpet , FTL - Fuel Transfer Limpet , HRL - Hull repair Limpet


Decoy Limpet Controler (internal)

Floats around and try to keep the same distance then you from the enemy.

- Fires a Limpet With the same ID of your ship , makes harder for the enemy to know which of those are you
- Only 1 Limpet at a time
- Below 1 Km they should be discovered as Decoy and never become your id again.

Police frequency Jammer (utility)

- Chargeable as an ECM or a discovery scanner.
- Makes impossible to call police for 2 minutes.
- Usage of this method makes you instant wanted. and after the time police will have extra 100% enforcement when arriving at the scene.
 
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