The Fantasy Module Thread!

Hmm what about a fake transponder... Sends out a random code when someone does a kill warrent scan... Could give you a clean scan or also could say you have warrents depending on whos transponder code u end up transmitting
 
Here are my entries :

_Tele-gravi-spectro-scope©®™_
An utility module that would allow you zoom in (via a PiP sort of window covering middle part of the UI) and also get "real" image of targeted body instead of a default hologram (provided the body is in the operating arc of the utility slot). Additionally it would allow to set destination to any star you see from your cockpit and display star-type and total mass of selected star system (the mass part is kind of a irrelevant, but it is a part of an idea I had on how to make exploring unknown systems more interesting... alas that's not what this thread is about ;) )

_Modular limpet-controller_
Would have X number of sub-modules that can be filled (sort of like you equip SRVs and SLFs), which decide the type of limpets it controls. Allows having multiple (up to 3 for the largest?) controllers in one slot, with a downside of perhaps being larger than those controllers combined and that the changing sub-modules requires being docked. Would greatly cut down the insane amount of control modules we have; perhaps a single sub-slot version (with the same size as the current ones) could even replace them altogether.

_External pylons / Utility-module-PDT-conversion_
For small-sized vessels -- basically an armour modification that adds a number of external weapon pylons (sort of like a lot of modern aircraft have) that can be equipped with some normal small weapons, but with i.e. reduced ammo capacity (so, like two missiles or a gimballed-only MC). Has impact on hull hitpoints but allows for more firepower/versatility.
For large and perhaps medium vessels -- allows installing a turreted MC into utility slot, to serve as point-defence weapon against fighters, small vessels, and even missiles (though with higher power-draw and less effectiveness than a dedicated PDT)... this one is, I think, just because I've watched a bit too much of WoWarships recently and a lot of AA-style tracers spewing from a space-ship would look rather awesome! ;)
The pylons/converted-util-slots could also serve as slots for less combat-oriented stuff (like additional headlights mentioned in previous posts).

_Ship-to-ship docking umbilical_
Might not even need to be a separate module, just a function of our multi-purpose cargo bay door, really, and (in the fantasy future game) would allow face to face meetings, crew/passenger transfers, repair crew access and raiding ships/stealing cargo "manually".

_Ram-spikes external module_
Sort of an actual working (even if a bit insane/impractical/quite-probably-nonsensical) implementation of the "raider" skins, which upon ramming another vessel fuses the two together, until one of them is destroyed (you would still be able to fire weapons) or the spikes break (due to continuous conflicting thrust vectors). This one is an absolute "what-if" fantasy module, that probably doesn't really fit Elite in any way, but the image of two ships thrashing around, trying to ram the other into an asteroid, while their guns fire continuously seems pretty darn awesome in my mind! :D

_Ejectable power-plant core_
Either a modification of the PP or a standard function, that allows for (manual only) removing of the core, to prevent explosion. Can only be replaced by 3rd party... (...because, seriously, we all watched Star Trek, and always wanted to be able to do that!).

_Escape pods_
Should really be a standard module. All I'm saying on the topic... ;)

_Planet surface de-beige-ifier_
Okay, I'm just being flippant right now... [noob]
 
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Not sure on this but couldn't you pick up weapons from npc's that you destroyed in earlier elite? A similar facility could be useful especially for upgrading weapons without the cost but having a repair cost. You can also sell them on (Battle Weapons as an example).

V2k.
 
Exploration drone module.

A module that has a rack of reusable, say 2-10 drones that can be targeted at any system bodies or POI, they then fly out and do all the scanning and gather the data and return when complete or sent to another target.

Added bonus is that they can be individually piloted via telepresence, for example if one finds an anomaly on a planet that could be a Thargoid site you can fly it in for a closer view.

Trade off would be the increased weight and impact on jump range, as they are reusable they should be considerably heavier than limpets. Also they should be much more expensive and represent a decent capital investment and be a pain if you lose one unlike limpets or SLFs they shouldn't be a consumable, also maybe different grades of drone or have them RNGineerable.
 
Don't forget the dinosaurs! We know that dinosaurs are coming to ED someday.

I think some form of Dino-Modules would be cool.... Release the Space Raptors !!!

And thinking of Bio-weapons ... what about Trumbles... that would be cool - a Trumble mine! .... they sneak their way on your ship then in no time your in infested [haha]

- they wouldn't be a quick weapon ... but maybe a defensive one for traders ... with the ever-present worry that they escape on your own ship if the module gets damaged...


And for those who say Dinos are only for Atmo Planets ...

JFaAIbN.jpg



would put UA bombing to shame ...
 
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*Allow limited SLF/SRV customization's similar to ships, this can be as simple as extra fuel or better sensor for SRV, the point is to allow players have more personalized ships and modules.

*SRV mining is just picking up rocks, how about a surface scanner that generates mineral density/type map and allow players to actually "Mine" for materials/precious metals, this could be an entire gameplay like trading , pirating.
 
My take on a science module:
  • gather “surface samples” via SRV. Each sample has its location coordinates stored.
  • analyse the samples in the science module.
  • when a certain number of samples has been analysed, the player may define a desired material he wants to harvest. The material must be present on the planet.
  • a one-time POI is created at the planet’s surface. In this POI, at least three (just to put a number) sources (with the usual 3 yields) of the chosen material are present. Additionally, a random amount of other rare and not so rare materials (all part of the planet’s material list) are generated.
  • the number of necessary samples before a location can be determined is dependent on the science module size. The larger it is, the fewer samples are needed. The necessary number of samples might range from 5 to 10.
  • to count towards the necessary sample size, the samples must be gathered with a minimum distance between them. Therefore, the gathering-coordinates should be stored in the sample. The reasoning behind this mechanic is to prevent the “logging game” at the same spot to take the samples.

Specialized modules (single ships or ship classes)

I would love to see FDev to continue the road of specialized modules they started with passenger cabins. Why not make each ship a special experience?

- The Viper MkIV might get a weapon recharge battery that refills the WEP distributor and cools all overheated weapons instantly.
- The two Eagles might get a cloaking device that adds jitter to each weapon targeting the little ships.
- Some combat ships might get military power distributors (faster weapon recharge and base capacity) (just like the engineer mod, but without engineering)
- Freighter class ships could benefit from special bulk freight racks. Their storage size could be doubled (or more), but they only could contain an assertion of newly to be defined bulk freights (grain, fuel, low level minerals and so on). This would make those commodities more relevant for trading. Downside: if outfitted with bulk cargo racks, commodities cannot be sold separately, due to the dense storing in these racks. It’s an “all or nothing” decision at the commodity market, when selling stuff in the hold.
- The science module mentioned above could be limited to certain “explorer ships”, too, by the way.

(Oh, and did I mention that 1st class cabins should be limited to dedicated passenger ships as well?)
 
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Improved HUD -- full colour image of whatever is targetted on left, including rings around planets, livery, etc. Hovertext on icons on radar, I.D.-ing them. drawback: costs a lot, requires a docking computer to work.
 
The Ability to mod cargo racks via engineers, say half the capacity at the same weight for corrosive proof racks.
The Ability to mod the internal slots, split the size to allow say 2 class 2 mods in a class 5 slot etc... but restrict them to what can be added, i.e. NO SCB's etc...
 
Hello. :)

Frivolous things:
• In a similar vein to the paint-guns, I seem to recall someone suggested a custard pie launcher a long time ago. I think it would be quite fun to enter a CZ, RES or USS, only to find a pie-fight in full swing;
• Toupée limpets, each of which attach to the top of a target and unfurl a large toupée, solar-sail style. They'd have to be ginger, obviously;
• Audio limpets, which stay attached to a target until scraped off, shot off or repaired away - and play back random things, at random intervals, such as incorrect messages from the target ship's computer, or a particularly hideous rendition of the tune from Fat Worm Blows a Sparky, or just Bonnie Langford continuously screaming as loudly as possible.

Weapony things:
• SASER-charge beams - these would be useless for damaging the shields or hull, but if correctly targetted, these would build a plasma charge on a point on the target's hull, which in turn would noisily vent laser-like coherent sound beams through the ship, damaging it's modules, crew, passengers and cargo;
• Proper plasma-flamethrowers. No, the heat meta doesn't quite count, although it's pleasing that FD made the effort - I want ships properly on fire, more for the psychology and pyrotechnics than the engineered PvP chaos. Heat would be the obvious downside;
• Supercryonic missiles / mines - these would coat an enemy ship in a gel that draws out and radiates heat, causing no direct damage, but briefly freezing the external moving parts, so hardpoints can't deploy or retract, weapons can't move or fire (depending on the weapon), SLFs can't launch or return and thrusters are jammed in whatever state they're in when frozen. They'd cause no direct damage, but heat in a target might be dangerous, if it's boosting at the time. Targets would be able to fire some weapons, such as lasers, while frozen - heat build-up would be lower when doing so, the heat serving to thaw the ship rather than overheat it, as normally.

Sensible things:
• Mostly, I'd just like the usual suspects, such as proper scanners with more gameplay attached, science and medical units and cargo SLFs for large ships. :)
 
How about the ability to swap out your canopy the same way you can swap out your hull armour?

Have standard canopy which is weak as wet tissue paper, reinforced canopy which gives a moderate integrity boost and looks different on both inside and outside (easy way to add some mild cockpit customisation here) and... military grade canopy which is basically just removing the glass entirely and replacing it with opaque metal giving zero actual visibility, with wireframe graphics like the original Elite on the inside as a viewscreen so you can still see. This would basically remove the ability for the canopy to break because it's replacing the canopy with more hull. :D

Then other designs of standard canopy - imagine swapping the dangerous standard Lakon canopy with something more akin to the Space Shuttle, or swapping the FDL and Python canopies with strutless versions, or turning the Anaconda canopy into something with better visibility.
 
A Chameleon Module:
Scan another ship and copy its signature and appearance.
Basically a Hologram of any ship you want.
I can already see all the sidewinders flying around as Corvettes and Cutters.
Actually I can see also see my Cutter Disguised as a Type 6. Pirate Heart Attacks Guaranteed.
 
A Chameleon Module:
Scan another ship and copy its signature and appearance.
Basically a Hologram of any ship you want.
I can already see all the sidewinders flying around as Corvettes and Cutters.
Actually I can see also see my Cutter Disguised as a Type 6. Pirate Heart Attacks Guaranteed.

This was actually, what I thought the Keelback would be, before we learned anything specific about it:
A heavily armed Q-ship, indistiguishable from a T6 in super cruise. A nasty (more or less) surprise for any wannabe pirate ...
 
1) ID spoofer: allows you to have others see you with a lower combat ranking than you really have.

2) cargo hider. Blocks a part of your cargo from scanning. The better the module, the more units hidden. The better the scanner, the faster they can penetrate the model.

3) not new but changed: greatly increase life support in higher rated versions, up to 150 hours or so for a-rated ones. But make oxygen deplete after remlock kicks in while you are offline. This makes rescue operations much more intense, and rewards preperation.
 
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