Universal Limpet Controller - Yet Another Redesign Idea

Right, but launching a prospector 4km away and then having to wait for it to come back is even more wasteful, it's wasting far more real world time than just carrying more limpets by doubling the amount of time prospecting actions take because you have to wait the full recall time then send it to another rock.

It is far more convenient to just launch another one to a different target when you hit a dud rock.

It's a fair point. There's always having more prospectors as an option I guess, but it's something I hadn't quite considered.

Or, other plan: do away with prospector drones entirely... We can identify the make up of a planet from thousands of ls away with a pulse scan, why do we need a limpet to work out the material of a rock 4km away. Maybe some kind of scanner could handle that role instead
 
It's a fair point. There's always having more prospectors as an option I guess, but it's something I hadn't quite considered.

Or, other plan: do away with prospector drones entirely... We can identify the make up of a planet from thousands of ls away with a pulse scan, why do we need a limpet to work out the material of a rock 4km away. Maybe some kind of scanner could handle that role instead
We already have the composition scanner on every ship. that could work instead.
 
We already have the composition scanner on every ship. that could work instead.

Which would be yet another worse way of doing things. The comp scanner has a tiny maximum range, and the most common use case for prospectors is firing them off at things several km off once a rock is depleted but whilst the collectors are still working on the fragments.
 
There's always having more prospectors as an option I guess, but it's something I hadn't quite considered.
Who says the prospector has to sit on the rock once the scans finish or that it has to come back to this ship every time?
I could see a simple lock-on function where to target a rock and hit the 'fire' button to make the the prospector go for it. You can then do the same thing to other rocks and the prospector will add them to its itinerary. When it scans all those rocks, it comes back to the ship. When you want to get the readout for the rocks, you just point the prospector at them (without firing) and the rock's info comes up in your HUD like when you target a prospector now.
This way, you could have a single prospector start off on a large survey, then you go and mine a rock or two, then you can looked at the rocks your prospector scanned at your leisure.
If only there was some kind of, oh I don't know... Pulse Wave Analyser module that could scan asteroids for their material composition.
Another good way to do it.
 
They must have forgot how they were made back in 2021..

universallimpetcontroller.jpg
 
Just give limpet controller small space to house limpets. If it can maintain 3 of them make it able to hold 3 limpets. Add integrity value and fuel tank to each limpet and make them return to their "home" once either fuel is low, integrity falls below safety value or when hardpoints are retracted.
Lets imagine new limpet controllers are able to hold and deploy number of limpets equal to module class:
Grade E: deploy, retrieve, refuel //cheap and heavy
Grade D: deploy, retrieve, refuel //lowest possible weight
Grade C: deploy, retrieve, refuel, repair //increased limpet range (module class x base range)
Grade B: deploy, retrieve, refuel, repair //increased limpet storage and control (2x more limpets)
Grade A: deploy, retrieve, refuel, repair //deluxe version, reduced controller weight, combines grade C with grade B.

In all cases limpets can be manually restocked with synthesis option. For a controller without repair function damaged limpet self-destructs. Refuel option uses ship fuel tank.

Example:
Lightweight exploration ship, repair limpet controller, class I, Grade D: able to hold one limpet, module weight 1.5t (0.5 limpet controller plus 1t for single limpet), calculated as 1.5t for jump range unless FSD module has Mass Manager experimental added (in this case empty limpet hangar lowers ship mass by 1t for jump range calculation).
 
Let me preface this with: I know, this has been posted many times and I know someone at Frontier has said something about limpets at some point in the past.
Then why post?


  • Too many limpet controller types.
  • Too many gameplay scenarios that are ignored because a player cannot carry around all the limpet controllers required without using up half of their internals.
  • Some baffling space and mass requirements for the controllers
  • Disposable limpets feel very wasteful
  • Why do limpets take up cargo space when their controllers are so massive
1. Get a bigger ship.
2. I also can't do combat in my dedicated explorer ship. Build your ship to do desired task.
3. The size of controller makes sense if it needs to prep each standard limpet for the specific task. Look at the power draw of a controller. Just be thankful you don't need to feed the controller materials. Would you like to feed it some Carbon, Nickle, Mechanical Components and Sensor Fragments to make it more realistic?
4. Who cares. We leave space trash everywhere. thousands of ships get blown up every day.
5. Because limpets take up space.

Reusing limpets would require repairing & refueling them, and removing any special mods that had been added for specialized tasks.

Using the OPs suggestion how does the same Limpet from a Universal Controller mechanically perform such varied tasks. Perhaps Repair and Hatchbreaker limpets have similar features. Prospector Limpet obviously very different.

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Idea:
A Limpet Controller could include a set of fancy multi-purpose reusable limpets. Similar concept to SRVs but self-propelled and automatic. A class 5 controller has 3 reusable limpets. Similar to SRV they can be repaired & refueled through synthesis (only when they are onboard the ship). If a limpet is lost, destroyed, or left behind, a new one must be purchased at a station. Just like an SRV.

(Yes this would really suck for hatchbreaker and prospector limpets)
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Reusing limpets would require repairing & refueling them, and removing any special mods that had been added for specialized tasks.

Using the OPs suggestion how does the same Limpet from a Universal Controller mechanically perform such varied tasks. Perhaps Repair and Hatchbreaker limpets have similar features. Prospector Limpet obviously very different.

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Idea:
A Limpet Controller could include a set of fancy multi-purpose reusable limpets. Similar concept to SRVs but self-propelled and automatic. A class 5 controller has 3 reusable limpets. Similar to SRV they can be repaired & refueled through synthesis (only when they are onboard the ship). If a limpet is lost, destroyed, or left behind, a new one must be purchased at a station. Just like an SRV.

(Yes this would really suck for hatchbreaker and prospector limpets)
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In the current system the limpets are universal and their actions are provided by their controller.
In my proposed system you buy profiles for a ULC which would allow the limpets their individual actions. Somewhat like buying different SLFs for your hangar

Interesting idea about multi-purpose limpets though. Some of the limpets have very similar behaviours in a way.

  • Decon and Repair sort of do the same thing - the decon limpets actually repair some hull I believe.
  • Prospector, Hatch Breaker, Research maybe act in a similar way (some kind of drill/cutting tool and sampler?)
  • Recon, Collector, Fuel transfer - well they kind of do their own thing I guess.

There could be some opportunities to combine limpet behaviours in some cases as an alternative to a ULC...

Just throwing ideas around now.
 
Why can't it be a simple system ?
Throw out all the bottlenecks and make it efficient.
Basic foundation is that Limpets are a robotic base of a programmable tool.
Function and design being directed by software construct and command.
All collectors can also collect broken or destroyed Limpets, for reuse or repair.
Make the complete system design simple and efficient, for multi purpose use.
Let the pieces fall into place, without trying to force them into the current box.
The abc-123 system that came out of Engineers, is both Illogical and broken.
Time to create tools that do the job, and fit the science of the time.
Again "Think" One U.L.C. to Rule them ALL.
And as a side note: Add surface Limpets, that can be used from either Ship or SUV.
 
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In the current system the limpets are universal and their actions are provided by their controller.
In my proposed system you buy profiles for a ULC which would allow the limpets their individual actions. Somewhat like buying different SLFs for your hangar

Interesting idea about multi-purpose limpets though. Some of the limpets have very similar behaviours in a way.

  • Decon and Repair sort of do the same thing - the decon limpets actually repair some hull I believe.
  • Prospector, Hatch Breaker, Research maybe act in a similar way (some kind of drill/cutting tool and sampler?)
  • Recon, Collector, Fuel transfer - well they kind of do their own thing I guess.

There could be some opportunities to combine limpet behaviours in some cases as an alternative to a ULC...

Just throwing ideas around now.
How about role based controllers, similar to what exists just expanded to allow one controller to encompass the desired role and providing multiple fire group entries.

So a mining limpet controller can program prospector and collector,
Rescue controller does fuel and repair (although i'd still prefer to see these functions handled through an "on foot" eva model post Odyssey)
"Pirate" controller can program recon, hatchbreaker and collector?
Other groupings?

And yes, the "pirate" controller has an extra function, but does it matter if the others fulfill their given niche?
 
How about role based controllers, similar to what exists just expanded to allow one controller to encompass the desired role and providing multiple fire group entries.

So a mining limpet controller can program prospector and collector,
Rescue controller does fuel and repair (although i'd still prefer to see these functions handled through an "on foot" eva model post Odyssey)
"Pirate" controller can program recon, hatchbreaker and collector?
Other groupings?

And yes, the "pirate" controller has an extra function, but does it matter if the others fulfill their given niche?

There's the AX loadout - Decon, Repair, and Research limpets.


I guess that would just be a more rigid ULC implementation. Essentially preset loadouts of ULC profiles.

I'd argue that having the flexibility to make your own loadouts could be better for player choice, but the idea of role based ships is one that many people do like.
 
There's the AX loadout - Decon, Repair, and Research limpets.


I guess that would just be a more rigid ULC implementation. Essentially preset loadouts of ULC profiles.

I'd argue that having the flexibility to make your own loadouts could be better for player choice, but the idea of role based ships is one that many people do like.
I'm seeing it as a compromise between the complete ULC proponents and the Equip your ship for the job side.

I'll admit i have a bit of a kneejerk reaction against a completely freeform ULC, and i can't give you a good reason why other than i DO like the idea of role based ships and having to plan and equip for the activities you want to do.
 
I'm seeing it as a compromise between the complete ULC proponents and the Equip your ship for the job side.

I'll admit i have a bit of a kneejerk reaction against a completely freeform ULC, and i can't give you a good reason why other than i DO like the idea of role based ships and having to plan and equip for the activities you want to do.

I'd argue that with a free form ULC profile arrangement you can either build specifically for a role, or go for a jack of all trades ship though.

Clearly someone built with a "Mining loadout" is going to be much better at that one task than my "Can do a bit of anything, but not as good at everything" build.

If someone wants to go make a dedicated mining rig with 1-2 prospector and 10-11 collectors, they're free to. If someone wants to build something that can "do a bit of everything, but not particularly well" I mean, why not.
 
I have a perfect idea for all concerns. Lets just say F*** it and tell FD we want a god mode that gives us EVERYTHING IN ONE SHIP. Only need one ship, No Grind, No need for Credits, No need for Engineering, No need for modules, Maxed ranks and reps when you log-in. When we die we respawn with all guns and health, and call it Elite Dangerous Horizons Part 1 and Odyssey part 2 and of course Halo part 3 and every one wins.
////// Complete Facepalm
 
I have a perfect idea for all concerns. Lets just say F*** it and tell FD we want a god mode that gives us EVERYTHING IN ONE SHIP. Only need one ship, No Grind, No need for Credits, No need for Engineering, No need for modules, Maxed ranks and reps when you log-in. When we die we respawn with all guns and health, and call it Elite Dangerous Horizons Part 1 and Odyssey part 2 and of course Halo part 3 and every one wins.
////// Complete Facepalm

Great suggestion. Although to make it fit in the game a bit, if they implemented the Universal Limpet Controller we'd have some module space free. Maybe they could introduce the "I Win Button" Internal module that does exactly what you're proposing. It would cost 1T of salt to purchase.
 
Thought they kinda did that one with the FC's but an "I win button" would solve all problems with universal everything. Would it not? A little red button is a must on the UI though.
 
Thought they kinda did that one with the FC's but an "I win button" would solve all problems with universal everything. Would it not? A little red button is a must on the UI though.
About time the Diaper brigade showed up, just in order to poo poo any Ideas.
Must be some over worked coders, doing that ninja na na thing.
 
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