So, I think it might be time to rethink how limpets work in the game. Currently (and in the beta) there are
Prospector limpet
Collector limpet
Hatchbreaker limpet
Repair limpet
Recon limpet
Fuel transfer limpet
Decontamination limpet
Research limpet
It's starting to get a bit out of control, especially with the addition of three new limpet types in quick succession. When there was no reason for most players to have more than one or two limpet controllers on a ship everything was fine. The problem, as I see it, is that anyone wanting to take advantage of multiple limpets for research or combat really can't unless they have a ship with tons of internal modules. Now, maybe this is an intentional way to limit the number of limpet types one ships can have for gameplay reasons. But, from my perspective it seems like they're being added this way because it was an easy way to add an interaction and it was easier to just add a new module type than rework how limpets work. However, I think it might be time to re-evaluate that position. Here's my suggestion: make one new module called "limpet controller". Much like fighter bays or SRV bays it will have multiple sub-slots. Each slot can have a separate limpet modifier. Each modifier will be of one of the types listed above. The larger sized the module, the more limpet modifiers it can hold. So a size 7 limpet controller might be able to hold 7 limpet modifiers. Instead of using fire groups you would select which type of limpet you want to fire next. Pulling the trigger or appropriate key fires that type until you change what type of limpet is "loaded". I realize the dev team is working hard on much bigger and more important stuff right now, but I think it would be a nice quality of life improvement and allow them to continue offloading new gameplay onto limpets without it being too much of a burden on players.
Prospector limpet
Collector limpet
Hatchbreaker limpet
Repair limpet
Recon limpet
Fuel transfer limpet
Decontamination limpet
Research limpet
It's starting to get a bit out of control, especially with the addition of three new limpet types in quick succession. When there was no reason for most players to have more than one or two limpet controllers on a ship everything was fine. The problem, as I see it, is that anyone wanting to take advantage of multiple limpets for research or combat really can't unless they have a ship with tons of internal modules. Now, maybe this is an intentional way to limit the number of limpet types one ships can have for gameplay reasons. But, from my perspective it seems like they're being added this way because it was an easy way to add an interaction and it was easier to just add a new module type than rework how limpets work. However, I think it might be time to re-evaluate that position. Here's my suggestion: make one new module called "limpet controller". Much like fighter bays or SRV bays it will have multiple sub-slots. Each slot can have a separate limpet modifier. Each modifier will be of one of the types listed above. The larger sized the module, the more limpet modifiers it can hold. So a size 7 limpet controller might be able to hold 7 limpet modifiers. Instead of using fire groups you would select which type of limpet you want to fire next. Pulling the trigger or appropriate key fires that type until you change what type of limpet is "loaded". I realize the dev team is working hard on much bigger and more important stuff right now, but I think it would be a nice quality of life improvement and allow them to continue offloading new gameplay onto limpets without it being too much of a burden on players.