The Fantasy Module Thread!

Tractor Beam.

Need 4 pips set to weapons, even then it drains power like nothing else.

Tractor beam only used on disabled ships, instantly drops your own shields and inhibits your weapons. When captured the victim gets a rebuy screen, the perp gets to run the gauntlet of being shield less and unable to fire weapons. If the perp is able to get the ship into a suitable black market the ship and modules are considered bounty. But not tradable or if they are then destroyed no rebuy. The original victim should be given a signal to there own craft so they can hunt it down to reclaim. 24 hrs before the victims right to reclaim runs out.
 
Class 3&4 missile racks
No increase in damage per missile, but has a larger over all ammo capacity and clip size. Also class 1,3&4 Packhounds. :D

Class 3 Railgun
Effectively 3 class 1 Railguns in a gattling formation. Massive heat generation, fast ROF, huge power use.

Class 4 Railgun
Very very slow RoF, and a much longer than normal spin up time. Huge power use (15~mw, and takes a while to boot up if powered down), and causes immense heat. Incredibly heavy.
Defaults with super penatrator and impulse attack.
Powerful enough to cause recoil on the ship firing it. A Corvette with 2 fitted, traveling at full throttle would be brought almost to a halt. :D

Class 1-4 Plasma Repeaters
Yes! The SLF weapon I love, but for ships. :D

I did have some non weapon module ideas. But I got carried away with pew pew.

CMDR Cosmic Spacehead

Problem with your class 4 railing idea, a railgun realistically would have very little recoil if any at all as it just accelerates very rapidly along magnetic rails with a small amount of push to get the slug moving
 
Railguns can have plenty of recoil. What they lack in mass they make up for in velocity squared.

However, the recoil may not be very noticeable on a 2000 ton ship for the same reason class 4 cannons don't have noticeable recoil. Sure the recoil alone would turn a *person* into paste, but a few thousand newtons on a 2000 ton ship can hardly manage to put a mm/s^2 on it because of the sheer inertia of the thing they're mounted on.

Although, if you had a sufficiently large quantity of ammo, you could use the rocket equation to calculate delta-V from your guns as if they were an engine.
 
Okay, my turn.

Plasma missile/torpedo cannon/launcher: similar to the PA but with homing capability and possibly bigger punch to boot.
pro: Can bring the hurt to those who definitely deserve it. nuff said.
con: Longer to acquire a shooting solution when compared to seeker missiles and torpedoes, longer to reload, synthesis takes more raw materials/fuel, and higher heat generation (not recommended for vessels with bad cooling/ heat sinks like the Icourier for example)

Improved/Advance AFMU
: make three types of AFMUs. The basic for what AFMUs' do now.
The Improved for what the basic does plus ability to either repair hull damage or repair a blown canopy (pick one).
And finally the Advance for fixing virtually everything.
Keep in mine that the Improved AFMU will have significantly higher cost and Astronomical cost for the Advance AFMU. plus repairing hull or canopy will eat lots of AFMU ammo so be ready with either synthesis or your credit card.:D
Oh, and repairs are on a timer as opposed to being instant as it is now; that along with inability to use while hard points are deploy will ensure that these new AFMUs' are not exploited.

Auxiliary Power/Battery: whenever the power plant has to go down (most likely for repairs/field maintaince) this nifty little device will enable you to keep some modules running while you or the AFMUs works their magic. However, for the sake of balance and avoiding exploits, it's power is limited; at best gives partial power to thrusters, shields, life support and other critical modules and can not power the FSD.

Combat Oriented Thrusters: For improved maneuverability. Only available to certain vessels such as the ICutter for example.

Race Oriented Thrusters: For improved speed/boost. Only available to certain vessels such as the Vette for example.

Improved DSS: Detailed Surface Scanner with a slot for either a passive sensor (such as thermal/infrared) or an Active sensor (like radar). It depends whether you want a heat map or terrain map or whatever. However if you can't choose but have credits to spare then go for the Advance DSS which has all the bells and whistles. However you'll still need an SRV for any surface activity.

And finally, the ability to pick a spot on the surface map of a target planetary body in order to land at a certain point to explore.

Class 3&4 missile racks
No increase in damage per missile, but has a larger over all ammo capacity and clip size. Also class 1,3&4 Packhounds. :D
I would prefer these to be the same amount of ammo and clip size of the class 2, but each one is 2-3 times the size (depending on class) and therefore that much bigger warhead
 
That and some actual more stuff to find after three years!

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:
slowly-fading-desktop-background.jpg
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
 
Well damn!
I just read the words......

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).
 
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

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
 
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An auto field maintenance unit that is, you know, automatic. It would trigger maintenance on modules at a certain threshold, according to priorities. It would tax the system capacitor, meaning you would have to divert pips for reparations to be effective/possible.
 
A large hardpoint missile launcher (seeker and dumb variants) that can fire two from the rack at once.
Downside is a slower reload time due to it having two tubes on it.
 
Many of these ideas are hardly fantasy, quite practical I think. My suggestion would be:

An auto-undocker. For those of us trying to fit T9s through the mailbox while Sidewinders are trying to push past us.


My fantasy would be the ability to free up the core modules. No, sir, I don't need my Class 7 slot for thrusters, I'd prefer to place a FSD there.
 
I haven't read the whole thread yet, so please excuse if it has been suggested before.

For Explorers, a leaded vacuum tank for ionized matter. This would allow to store the matter emitted from the relativistic Jet of a Neutron star or a White dwarf for later use. It would have a weight and exist only in two size (I'd say class 3 with 10 tons and class 5 with 15 tons) in order to store the required amount for one resp. two supercharges. Only one tank can be fitted in a ship. The weight itself is already enough downside for Explorers, IMHO.

A remote universal cartographics database Access™ module (Class 1 only, or may be better as a purchasable System update that doesn't require a module slot). It would enable an additional filter in the galaxy map for untagged Systems. I don't know why this ain't a Thing already. I mean, we can filter out so much crap in the map, but the one Information universal carthographics has for sure isn't shown at all. I mean, they must have an interest to Show the CMDRs which System they lack Information about...
 
A remote universal cartographics database Access™ module (Class 1 only, or may be better as a purchasable System update that doesn't require a module slot). It would enable an additional filter in the galaxy map for untagged Systems. I don't know why this ain't a Thing already. I mean, we can filter out so much crap in the map, but the one Information universal carthographics has for sure isn't shown at all. I mean, they must have an interest to Show the CMDRs which System they lack Information about...

TBH, for many years I've liked the idea of having a couple of "circuit slots" available at no weight penalty that you could put specialised "programs" in.

eg: To put a docking computer circuit in (people really have to lose tons of cargo space?). Or specialised trading/exploration/combat based circuitry.
 
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.

Yeah but gimballed Railguns would be OOOOOP
 
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.

Don't forget the dinosaurs! We know that dinosaurs are coming to ED someday. There's your new hardpoints - tranquilizer guns and net guns! While dinosaur meat might make some money, providing a living dinosaur for the thousands of zoos in the inhabited worlds will make real money, not to mention selling to private collectors.

A cargo hold full of biowaste will also be a "reward" for transporting live dinosaurs [haha]
 
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Don't forget the dinosaurs! We know that dinosaurs are coming to ED someday. There's your new hardpoints - tranquilizer guns and net guns! While dinosaur meat might make some money, providing a living dinosaur for the thousands of zoos in the inhabited worlds will make real money, not to mention selling to private collectors.

Achievable steps?

Lifeless atmospheric worlds would surely be a logical step first? Get that done, then open up flora and fauna worlds etc... So when landing on an atmospheric world, you then have a chance of finding plants etc... Then onto worlds with increasing complexity of animals etc...
 
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