The Fantasy Module Thread!

Wouldn't that get annoying?
Hearing it over, and over and over and over..

.. and over..

I think it would more be the case of me wondering what the noise was and posting a bug report only to be reminded it was a feature which I asked for and that update 6.3 will have a an option to turn it off. :D

Right time to get some work done today... Which also has become annoying!
 
I've discussed this elsewhere before but I like the idea of splitting hardware and software upgrades into separate channels. Have module layouts be specific to the different ships but then have a completely separate stream for upgrading the ships computer systems. This would allow you to tweak your setup on a per-ship basis regardless of the modules you are allowed to run. Kind of like Engineers but for the ships IT systems and with similar pros and cons (ie, get your work done by the '1337 h4x0r' then your scanners, etc, will be greatly boosted but you'll be much more likely to run out of juice at inconvenient moments or experience system crashes). Plus, I'd love to see more scope for UI customisation within ships and this could become the basis for a more open UI upgrade path.
 
Some interesting suggestions in here. Personally I don't know what I'd add that don't completely break the game because I want ALL the power...! I'm going to bundle this up and send it over the the designers for some inspiration. Doesn't hurt to try, right?

Please no. Lets break out of this loop of FDEV adding more and more gizmos to the game and players having to work in-game to get those gizmos. The game needs opening up so we can do something interesting with all the stuff we already have.
 
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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.

I kinda like the "full metal canopy", but instead of wireframe it would be slightly distorted viewscreen, as if transmitted from cameras outide. Actually, I figured that Condor SLF was going to have one like that, since the pre-CQC renders of it had entirely opaque cockpit. I believe Rogue System has a ship setup just like it.

P.S.: Yup!
 
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.

Yaaaaaas, I want one!
 
EBR - The Electronic Battering Ram.

/Begin wild story which may have nothing to do with how things really are in Elite...

Since shields in Elite protect against kinetic impact, they are able to prevent 100% of impact damage from lower mass impacts such as other ships, and they can prevent some damage due to collision with high mass bodies (such as a planet or station).

This makes shielding an excellent choice VS. kinetic weapons, against which they are essentially impervious (which is why most ships carry some lasers). Shields also provide protection against damage being dealt to, or taken from, any ship that may ram or be rammed by another ship. This is why ramming around stations is impossible, if either ship has active shields.

However, since shielding is an electronically generated force field, it can be scrambled to reduce a shield's effectiveness in protecting against kinetic impacts. This is where the Electronic Battering Ram comes into play.

The cost of this scrambling is not low, however, and the EBR counter-field generator must be within 2 Class sizes of the targeted shields. So thus a Class 7 shield can only be effectively scrambled by an EMR of Class 5 or greater. And there is a modest power and heat cost to the EBR, as well.

But the EBR's tradeoffs allows the kinetic ship collision damage to effectively be transferred through active shields, and inflict damage on the hull underneath.

CMDRs engaging in EBR ramming be warned, however... The kinetic damage is transferred both ways, damaging your own hull as well as that of the enemy. Plus, since the EBR module must be powered to deal ram damage, any damage inflicted on another ship via ramming with a powered EBR is fully counted as a weaponized attack (the same as firing with any hardpoint weapon), and will incur all applicable fines or bounties that come from such.

/You are now returned to your regularly scheduled reality.
 
I'd really like a Flight Avionics Bay.

They would come if differing sizes (2, 3 or 4) and classes. Holding from 2 to 6 avionics suites, of various functions.

Suites would include: scanner, detailed surface scanner, kill warrant scanner, wake scanner, docking computer, ECM (is this even a thing still?), and any other such stuff. Note not chaff or flares or heat-sinks or point-defences - for fairly obvious reasons.

Whilst the Bay itself isn't hugely expensive or heavy, each suite costs noticeably more than their stand-alone versions, but each weighs less, and draws less power - as the Avionics Bay is also each unit's housing and power-controller.

I'd doubly like a Flight Avionics Bay, as then I get to say FAB.
 
I've suggested this before but I think it would be cool to have a "battery" module. Perhaps have an additional Core slot for it. This would be used to power just life support, lights and thrusters and would have a limited life, depending on the size of the battery. If normal power is on then the battery is charged. If you're in combat and your power core is killed, the battery will give you some power to get out of there (probably not going to do you much good). It could also be used as a super-silent running. Probably some other uses too...
 
It may not of been suggested yet and it is outside the box and out there but what about a fish flinger? - Hear me out and stop smirking, When you know and can see a ship in its final throws before it blows up, you can have the facility to metaphorically slap that pilot in the face with a large wet salmon.

Now depending on you ship size and the module slot you allocate to the afforementioned fish flinger will detmine the type of fish being aforementioned flung by said fish flinger.

If you got one of the big 3 then you could fling something like a very large tuna or salmon against your opponent. If you're in the likes of a sidey, you could then throw the likes of a anchovie in the face of the anaconda you just destroyed.

I'm just spit balling here - throwing the ideas out against someone elses wall (don't want a fish smell on my walls thank you very much) but you never know, FDEV may surprise us all one day with a fishy type easter egg in the game.

V2k.
 
Can I have a much larger SRV hangar that lets me print them pleaaaaase.
Or like a black box for super valuable cargo so that if I pop myself like a metal balloon I get a chance (not guaranteed) to recover a small amount of protected cargo that was ejected in the equivalent of a space safe so I have a chance not to fail that mission, even if I have to fight off 10 pirate lords.

Failing that, a hot tub.
 
It may not of been suggested yet and it is outside the box and out there but what about a fish flinger? - Hear me out and stop smirking, When you know and can see a ship in its final throws before it blows up, you can have the facility to metaphorically slap that pilot in the face with a large wet salmon.

Now depending on you ship size and the module slot you allocate to the afforementioned fish flinger will detmine the type of fish being aforementioned flung by said fish flinger.

If you got one of the big 3 then you could fling something like a very large tuna or salmon against your opponent. If you're in the likes of a sidey, you could then throw the likes of a anchovie in the face of the anaconda you just destroyed.

I'm just spit balling here - throwing the ideas out against someone elses wall (don't want a fish smell on my walls thank you very much) but you never know, FDEV may surprise us all one day with a fishy type easter egg in the game.

V2k.

So I take it that nobody wants a fish flinger then? To say I'm disappointed would an understatement. If I was in FDev, I'd want a fish flinger. Just sayin....

V2k.
 
I'd like to trade both the AFMU and hull repair limpets for one reliable, chatty astromech droid. Perhaps two on the bigger ships :D

r2-d2_fixing_royal_starship.jpg

Due to copyright, they'll need to be called something else, and they'll probably need those restraining bolts built in so they don't go against the "no AI" in ED lore.

In the meantime, I'll just make-believe...
 
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Suggested before, but

Internal Compartment Divider
Limitations: One per ship
Available: Class 3, 5, 7
Divides the internal compartment into two compartments of half the size of the original, rounded down, so Class 3 gives two class 1 internals etc.

...

Also, not a module, but Exploration specific slots for explorer ships would be great, allowing the fitting of scoops, scanners or AFMUs
 
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.
 
As a search and rescue oriented player, I want something to help me get more involved with player interaction rather than AI.

I want a module that can detect low-health or damaged ships, a lot like Sombra's passive ability in Overwatch. I also want it to give the option to send an offer of assistance to which the recipient can respond.

It would be a type of passive scanner that requires repair limpets to be equipped, a lot like the refinery needs mining lasers to be equipped.

Because it is a scanner I don't feel it needs a drawback other than the power requirements and module occupancy, exactly the same as the other scanners in the game.

Typing messages out in the coms panel becomes very clumsy after a while, and often the target player jumps away before I can finish writing. A scanner like this would bring efficiency and ease to a playstyle that, judging by recent additions to the game, the devs want to start to introduce. Having the scan as a passive ability also means I don't need to orient my ship to each target one by one and wait for it to scan. An advanced detection system for damaged vessels will tell me exactly where players are that could use some assistance if desired.
 
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Anti Thargoid Hull! Lighter than the stock hull. Strong against Thargoids, increased damage taken from Ax weapons.
Your ship runs cooler but has higher thermal signature.
Expensive, must supply your own meta alloys to obtain. Small ships only.
 
Neutron Battery - Utility slot module. Allows the pilot to store one neutron FSD boost and save it, allowing the pilot to enhance the FSD whenever they want to. This would allow using neutron jumps out on the galactic rim to reach far out non-neutron stars, yet be able to make the return jump back to live to sell the data. The downside is that storing the boost in the battery requires much more time in the neutron wake than a normal boost, so it exposes the ship to much greater risk and damage potential when storing a charge. Also, activating the battery can randomly damage multiple modules in the ship, requiring repairs after using them.
 
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