The Fantasy Module Thread!

A fuel scoopercharger. Yeah ok, I'd call it a Compressed Fuel Injector or something if it actually got put in game.

Allows you to get FSD boosts of say 200% from normal stars but cannot scoop fuel. You cannot fit one of these at the same time as a fuel scoop.

Edit: This would be useful for ships like the Beluga with insane amounts of fuel but low(ish) jump range. And it'd add a real interesting choice for traders and others alike, and also give combat ships short range bonuses whilst sacrificing long range travel.


Also nice thread OP, I like this whacky melting pot of ideas.
 
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So many weapon suggestions. Is this what we've become, my brothers and sisters?

Oh, speaking of which, I nearly forgot!

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.

Would give me all sorts of insane pleasure messing with would be troublemakers. :D

Erm... I mean for practicing my combat skills... Yeah, that's it.
 
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Rain on the parade coming up.

More special stuff just escalates the proliferation of features that have caused quite a few problems already with constant "balancing", it's an accelerating arms race.

Fix long standing issues first, then the give the perks.

For magical module, thrusters that don't require pushing button to boost, only to turn them on/off.
 
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Rain on the parade coming up.

More special stuff just escalates the proliferation of features that have caused quite a few problems already with constant "balancing", it's an accelerating arms race.

Fix long standing issues first, then the give the perks.

Don't be that guy, dude :)
 
Space flashbangs: a missile / mine that impede its target vision and distrupt sensors for a short time. Very limited ammos
Tractor beam: only work on vessels with disabled thrusters

Various specialised sensors / scanners to allow a more precise detection of planetary and space POI, space anomaly and so on
 
Loving this thread - may favourite so far is the paintball cannon - just because it would be funny to watch someone come into dock covered in little paint blobs!!
 
Materials Limpet. One that can pirate targeted materials and data from other ships, rather than cargo.

The downside could be that it takes a large module space for a limited controller. Like a class 4 with no concurrent limpets active at a time.
 
Temporary Nav Beacon: functions as waypoint for wingmates - also allows wing drops like wing-beacon. This thing is ejected with a standard limpet-module. It's drawback, well it's temporary, it needs limpets, it needs some power...

Temporary Message Emitter:
functions like the above but instead of wing-beacon it just works like a tourist beacon but you can type in whatever message you want.

Scrambel Smuggel Device: it works a bit like ECM but it is a counter to cargo- and kws scans. It scrambels the ship signature and security NPCs or players can't complete manifest- or killwarrant scans.
Drawback: eats a lot of sys-distributer-energy. The module is illegal. If you are getting scanned with it on board you are getting a high fine.

and I'v got to sneak this one in:

Auto-Jump-Computer: follows a plotted route from star to star until fuel is low. then it stops in save distance and makes the same sound like cars do when seatbelt is not secured to alarm the pilot - it also can do this in another case of emergency - like interdiction, damage, critcal heat level. It then just stops and beeps. Drawback: none. You'll get it with the advanced extras inclusive version of each ship with a shiny key-fob a standard paintjob and a decal of your choice. Also it has an annoying beeping noise.
 
Ship Stabilization Limpet Controller

A limlet controller, that when fired, can eventually (based on velocity, spin, mass and limpets attached) bring any ship that either has disabled thrusters (either offline or destroyed), or simply is floating in FA-off, to a halt, and stall their spin.

Any counter thrust from the target will overload and destroy any attached limpets.

Can be used by rescuers and pirates.

:)

CMDR Cosmic Spacehead
 
Kamikaze SLF. A small drone needing a SLF bay, boosting at 700 m/s and doing very high explosive damage. However the mother ship would be out of control until impact, since you would telepresence into the drone.
 
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Harpoon gun

Literally a ship to ship harpoon with an ultra high tensile strength cable. It will break eventually if put under enough stress (and requires repair).

Not exactly sure how this would work in practice (winding around a ship?, towing? slingshoting ships?) but it could make for some very interesting fights if ships are tethered together.

How about a variant from Age of Sail? Grappling hooks.

If you can maneuver your ship within a certain distance, you can fire a series of hooks that gradually brings the ships together, once the target ship can't escape, you can hatch break or they drop cargo. Once it's done, hooks disengage, explosive bolts? Done.
 
Interdictor inhibitor -
When interdicted it causes the interdicting ship to auto fail, must be deployed like a heat sink , one use per utility slot
Causes massive heat damage to the ship using it
 
I guess that would work if they are external-only modules. Maybe some sort of EMP.

Why not internals too?

I really just want to have 100% chance to NOT kill a ship. I wouldn't mind the weapon not being any more powerful than any of the other weapons we already have. I just don't want to destroy ships by mistake if my intention is not to kill.
 
size 4 APA!

dont need a differant model.. just differant stats.
i wouldnt be mad if it was locked behind Denton.
 
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