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!

Multi-Hangar: allow one SRV and one SLF in a single bay at the cost of power consumption. (Federal Gunship & Keelback)

Multi-Limpet AIO: all Limpets able to be specified with 3 in advance and use mats to create them each time you need them opposed to drawing from cargo bay (power & heat generation amplified)

Multi-Limpet Standard: all Limpets able to be specified with 4 in advance and draw existing Limpets from cargo bay (more power/fuel consumption)
 
Thinking about other games I realise we are missing something. A damage over time weapon for lower instant damage. Imagine being able to hit with a round that will apply bleed damage or a limpet that will slowly disassemble a module/hull.
That could be interesting but ridiculously annoying and unbalanced if say you got hit and died in supercruise or inches from a station.



Oh and +1 Dale, I hope the Fuel Scoopercharger becomes a thing, the more I think about it the more I want it.
 
Thinking about other games I realise we are missing something. A damage over time weapon for lower instant damage. Imagine being able to hit with a round that will apply bleed damage or a limpet that will slowly disassemble a module/hull.
That could be interesting but ridiculously annoying and unbalanced if say you got hit and died in supercruise or inches from a station.
Wouldn't be surprised if Thargoids will have just that with their corrosive weapons.
 
a luxury habitable ring module with swimming pool, gym, bedroom, kitchen, automated laundry and washing dishes, a cinema, robots cleaning everything.

so basically a tracy island with scutters?

Only/still on page three and already so many good ideas.

Waldoes(apologys if this covered later in the thread) upside:Extendable arm useful for grasping close objects such as wreckage.i.e. all the bits you can;t scoop.possibly elecromag tipped.Downside:requires skill and patience.
 
A radio/video player.

It provides in cockpit access to audio versions of galnet and video of FD Streams in a holo wondow. plus all your favourite community content such as Lave Radio, obsidian ant, brocast etc etc. Also play your own mp3s, all from an interface in cockpit.
 
Multicrew hacking module.

Requires an active multicrew team member on board, and uses sufficient bandwidth on your vessel to drain 3 pips from your pool, plus the one gained by having the crew member on board when in use.
When used upon a target, multicrew capable ship in sensor range, depending on rng/firewall modues/mini game/etc your multicrew member is able to either reduce available pips to the enemy commander, while in range, or at significant heat gain (from running 2 ships on one ships computer) entirely take command of the hostile ship with a minimal (2-3) number of pips available for the hacker to use.

In essence your colleagues holo-me bruteforces a connection to the other ship and loads itself into one of the seats, giving it access for a time.

Primary use for the module? Making multicrew a bit more relevant. Beyond that, I should think crippling or even taking control of an enemy vessel for a short time could make combat a bit more interesting. Include options to incapacitate a hacking multicrew member if the connection is severed by a firewall/ecm/distance and it the coordination required to operate balances it out a bit more too. Heavy combat isn't the time you want to find yourself without a gunner for 30seconds because his holo-me is re-starting itself after losing a link prematurely :)

Secondary use? Smiling and waving to your opponent from the seat next to him as you turn his shields off.... :)
 
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Class 1, Grade D and Grade E Plasma Repeater (just like our Fighters use).
In Fixed and Gimballed varients, just like our fighters use.

Drawback - Weight, Ammo and Heat production.

This is a complete 0-thought-required and simple implementation.
 
Class 4 Railgun, class 1 Powerplant and for my thought, FSD overcharger. It'll triple your jump range a limited amount of times at the cost of damaging your FSD a 5% and generating double the heat of a normal FSD hyperjump. I propose having 6 overcharges per module. It should be class 3 module, the rating of the module will reduce the amount of heat generated and the weight of the module.

It's a bit counter-intuitive, but an ELW -according to modern science/astronomy- doesn't even have to have an atmosphere, or support human life - as long as it can support life, and/or passes some specific conditions (location/size/orbit etc etc etc).

AFAIK it only needs to be in the habitable zone.
 
Over a year and a half ago I was getting dismayed at ED's progress so I gave myself an exploration goal to get to the most distance system in the disc.

On my return back from that I literally docked and exited ED for a good while. My game play since then has been spuradic and at the moment is basically nill.


Exploration needs layers and layers of mechanics and also visual elements to witness. eg: Being able to find a location on a (non life) atmospheric world, next to a huge waterfall. It's dark, but the electrical storms in the distance light up the scene from time to time. Far off on the horizon, some aurora borealis flicker, and high above, arcing across the sky is a huge comet trail.

I'm sure there's a myriad of things that can add visual and gameplay variation. eg: Common envelopes, or mass coronal mass ejection ejections that not only look funky, but maybe introduce fuel scooping or heat side effects.

It's interesting that I raised a thread about this nearly three years ago - https://forums.frontier.co.uk/showthread.php?t=95448

IMO the ultimate kind of exploration is going to the limits of the galaxy and discover new routes on your way.
 
I think that's the biggest exploration killer for me .. knowing there isn't much to find out or do in deep space.
Yes, Frontier have stated there is stuff players haven't found .. but I mean come on.. our galaxy covers about 39 million million cubic light years, and with nothing to fill the gap between these big finds Frontier has put in ... ehhh.. thanks, but no thanks.

One ELW looks like every other (why are all ELW's blue and green, btw?).
One dust bowl looks like every other.

There's nothing crazy to find.
Imagine you come across this:
And you can mine from it for incredibly rare, and incredibly valuable minerals.
Nope.
All planets are static and boring.

No asteroids hurtling through space that you should be able to land a probe on and tag, or mine or whatever.

Apart from holes and pulsars, no stellar phenomena to speak of..
Gamma-ray bursts,
Carbon detonation,
Superflare,
Superluminous supernova,
Tidal disruption events,
Plage (hell, there aren't even dynamic solar flares .. it seems there's just "hard coded" flare.. apart from the "hot animation" .. stars in ED look quite static).

Exploration in ED is about flying to the same systems over and over again, taking screen shots and then moving on.
That is mind-numbingly boring for me.
My longest jaunt was about 3000ly.
I self-destructed due to the immense boredom of having nothing to do.

/rant :p

You could visit nebulas, they are coloful :D
 
Ship signature disguising tool. Disguises ship load out from sub-system scanners in supercruise, can choose to show sub-systems as a number of presets e.g. a trade ship as a battle wagon or a battle wagon as a trade ship. Would take a lot of power to run one and occupy a large internal slot, larger the ships the larger the required slot.
 
My module idea?? An ADJUSTABLE WALL!!!

Stick it in a Size 2 compartment, now I have two Size 1. Maybe round down for the odds, so the wall turns a Size 3 into two 1's, a Size 5 into two 2's. If that isn't enough of a downside, then consider the additional power costs the extra slots would bring. Maybe make it a "permanent module" so commanders had to forever alter their ship if they slotted it.
 
Hacking Limpet Controller.

Limpets can go through shields, and if you manage to stick one limpet to enemy, you can screw up some of his ship systems. Maybe instantly empty his distributor capacitor, or temporarily turn off his shield boosters or screw up his weapons aim... This would actually encourage people to get some Point Defence and rely less on shield vs everything.
 
I like the idea of fitting a 2nd fuel tank that could be loaded with premium fuel (only purchased at certain stations) and when activated, gives you boost performance for the duration of the size of the tank or turned off. The fuel is expensive and burned at a much higher rate plus it would also add wear on your thrusters akin to what neutron star boosting does to FSD drives. Canyon racing would get a lot more dangerous.
 
Echo module either internal, or external.
Something to activate, or fire off within 0.5 second of getting interdicted that confuses attacker's ship, who then has to target one of the echoes. Choosing the wrong one means they're interdicting a ghost. They're unaware for 10 seconds, looks like a real mini-game, then ghost fades. Attacker remains in SC. Choosing the right one results in a regular mini-game.
 
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