The Fantasy Module Thread!

Hot Tub module

It doesn't do anything but apparently you can roleplay luxury by pointing to it and saying, "I've got a hot tub."
According to the Star Citizen forum at least.
 
Car wash limpet controller...

Converts water and optional materials into a cleaning agent, fills a limpet, and then smashes it in to the soiled object.

Advantages: Clean fresh smell, no water spots, plus it removes both windscreen grime and caustic Thargoid spooge.

Disadvantages: Wastes an internal slot for a highly situational use.
 
Not exactly a module, but I'd like if we could add a protective coat of clear color paint job protection that reduces the paint degradation rate significantly, say ten times slower.

Being primarily an explorer in the game, 90+ percent of the time all the ships I use are at 0% paint integrity. I've all but completely given up trying to repair them, though It would be nice to see my paint jobs (which I bought with real money, I might add) from time to time.

Drawback: You'd have to pay extra for it in the game.
 
A docking port. To allow ships to dock in space and transfer cargo, fuel, ammo*, and hopefully someday personnel. It would also permit large ships to dock externally at outposts.

As for downsides beyond occupying a module slot: Perhaps if it were destroyed it would vent atmosphere the same way a broken canopy does. Outposts could charge you a handsome fee for docking a large ship, to ensure medium ships still had an edge in profitability when trading at outposts. The fee could be justified by saying the stresses of docking large ships involved high maintenance costs for the outpost, or maybe even that altering the outpost's centre of mass with a large ship required performing costly station-keeping/stabilisation burns.

*Which would be storable in cargo racks in arbitrary quantities in this fantasy.

I like that!
 
Tractor beam...I mean, come on. All claims about this not being lore-friendly in a world of ED can't hold any water anymore. We've seen it in action. Thargoids have them. And we already started collecting and reverse engineering their tech. About time. Bonus - no need to carry limpets. Drawback - can only pull 1 thing at a time, at some limited distance(let's say 600 - 800 meters). As compared to limpets that you can have multiples active at the same time - with increased range.
This not only makes sense in terms of natural technological progression in ED lore, but also gameplay-wise.
So...tractor beams. Yay or nay?
P.S. Pretty sure somebody mentioned it. I didn't read the whole thread. Yet ;)
 
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A laser that dumps your ships heat into the enemy's shield and lowered your heat to 30% so it heats and deals extra shield damage and increases targets heat

drawbacks: at 30% heat, it stops draining so it doesn't deal any damage to shields, basic beam damage against armor, doesn't work in silent running and limited to class 1
 
Been said a thousand times but a plasma repeat for ships, but my spin is they're turreted and has low damage, low range, high power draw. essentially a point defense that shoots ships
 
Yes to tractor beams!!

Now that we have the Thagoids to pal around with, I guess it would be possible to reverse engineer one of their tractor beams? Although I doubt the technology is compatible... yet.

EDIT: Thinking about it, if we could unlock their tractor beam tech, could this also lead to artificial gravity? In fact the more I think about it, the more I suspect FD are going to use the Thargoids to shoe-horn in technology that they have previously said is 'impossible' within the Elite universe. Cheeky chappies.
 
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Now that we have the Thagoids to pal around with, I guess it would be possible to reverse engineer one of their tractor beams? Although I doubt the technology is compatible... yet.

Their modules are incompatible. All we need to do is to figure out how it works. They live in the same universe, with the same physical laws and constants. If they can build it - so can we, just have to look up the principle that drives it :)
 
I don't know if this has already been suggested but:

Internal slot splitter. For balance -1 size, i.e., size 3 would be the smallest splitter and it would give two size 1 slots, size 4 splitter = 2 + 1, size 5 = 2 + 2, size 6 = 3 + 2, size 7 = 3 + 3, etc. Or if that still breaks things, -1 on each slot (size 4 splitter = 1 + 1, size 5 = 2 + 1, etc.)
 

Arguendo

Volunteer Moderator
A shielded refinery...oh, wait...that's already in there. Never mind then.

How about; Scan Scrambler
Module used on: HRP and/or MRP
Functions: Makes it impossible for an opponent to see what modules you have on your ship in supercruise. For Pirates and other -ahem- content providers, they won't know if it's an easy target or a fully combat ready one until they have pulled it into normal space and engaged it.
 
High Wake Hyperspace tether... Pulls you through hyperspace with your target... with the cost of fuel etc being on the pulling ship... and dumps both ships in to normal space on the other side.

Downside... Shuts down your Frame Shift Drive so you have to reboot it...
 
Supercruise booster.

Pro's:
Extreme speeds in supercruise (I'm thinking Hutton in 15 minutes if you could use it constantly for 15 minutes; which you can't, but it does give you some idea of the speeds I'm thinking of)
Cannot be interdicted
Can be engineered

Con's
Lasts for a certain period of time (2 minutes for example)
Requires a recharge directly proportional to the amount of time used
Cannot steer
 
High Wake Hyperspace tether... Pulls you through hyperspace with your target... with the cost of fuel etc being on the pulling ship... and dumps both ships in to normal space on the other side.

Downside... Shuts down your Frame Shift Drive so you have to reboot it...

I've had ships cling to my T9 as I exited the slot and not let go until I actually started the jump. And then there was that commander who took his SRV into a station - I think his next move should be to position himself on the nose of an Anaconda. So we might actually get to see work in practice before such a modeule appears. :cool:


Supercruise booster.

Pro's:
Extreme speeds in supercruise (I'm thinking Hutton in 15 minutes if you could use it constantly for 15 minutes; which you can't, but it does give you some idea of the speeds I'm thinking of)
Cannot be interdicted
Can be engineered

Con's
Lasts for a certain period of time (2 minutes for example)
Requires a recharge directly proportional to the amount of time used
Cannot steer


Great idea. Though I'd up the cons to include more fuel used than usual and heating/damage to thruster, power source or distributor.
 
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Universal limpet controller. The limpets can be any one function you want at a time.

THIS!!! SO MUCH!!!
This was brought up now many times. I like that idea that you could be able to switch between fuel transfer, repair or collector Limpet with just one controler.
Always just one mode active and re-programming would cost 30 seconds and all active Limpets would fail when re-programming.
 
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