Xeno Scanner

I know that many of you might disagree with my opinion but i'll say it : Xeno Scanner should be combined with ship's sensors as one internal core module. There is no point in being in Utility Slots.Please FD add an another module in outfitting combining both sensors into one "Hybrid Sensors". It 's up to your decision the price, the weight , the various classes and the engineering effects.
 
Yeah, scanners & limpet controllers need rationalising, but apart from a few vague "we'll look into" type comments from FD it doesn't look promising; and if you look at all the stuff that's been added for mining I get the impression that FD prefer specialised ship setups.

It is annoying though - when you get hyperdicted by thargoids and your xeno scanner is always in your other ship...
 
And weapons - they need rationalising. I'm sick of having to decide between lasers, PAs, railguns, cannons, or even whatever multicannons are!

Just make something called 'weapon' that does 'damage', then we can just equip a few 'weapon's and get on with the game!

:D
 
And weapons - they need rationalising. I'm sick of having to decide between lasers, PAs, railguns, cannons, or even whatever multicannons are!

Just make something called 'weapon' that does 'damage', then we can just equip a few 'weapon's and get on with the game!

:D
I think the opposite.

I really want to put thrusters in my cargo hold to save them from packhounds, and my life support outside, out of the reach of children.

:p

On a serious note, I think sensors should have sub slots like SLFs for sensor thingies.
 
And why the hell we have to press a button for the scanners to work is beyond me.
Its not like they take power or distrubuter charge, or cause the target to respond.

If they are installed and you are pointing at a target in range, they should start scanning.
 
This whole scanner and limpet thing does get quite cumbersome.

The game has like 3 times more different modules than it had at release and yet most of the ships kept the same amount of slots. For some it may add choice but in my opinion it takes choice away.
 
And weapons - they need rationalising. I'm sick of having to decide between lasers, PAs, railguns, cannons, or even whatever multicannons are!

Just make something called 'weapon' that does 'damage', then we can just equip a few 'weapon's and get on with the game!

:D
Gets my vote. Also ships - there's far too many of them. There should just be a "Ship" which has "Weapons", "Scanners", "Engine" and "Cargo Space" etc.
 
And why the hell we have to press a button for the scanners to work is beyond me.
Its not like they take power or distrubuter charge, or cause the target to respond.

If they are installed and you are pointing at a target in range, they should start scanning.

While I do agree it's annoying, I feel like I'd often forget I haven't got a particular sensor equipped if it didn't appear on my firegroups tab.
 
As a variation on Beta choice to give everyone a discovery scanner I think it would have been interesting to add bays to the scanner system.
The base scanner (which is mandatory as now) gets you the basic capabilities and a number of bays, you then fill the bays with the scanners you want.
Scanner grade/size adjusts the number of bays and perhaps acts as a modifier on the capabilities of the scanner in the bays - for instance a class A scanner might improve all equipped scanner ranges and so would be a more reasonable investment than it tends to be now.
Move away from scanners on utility slots and instead scan on select/align as we do now but what you can get out of that is impacted by the installed scanner set, so you'll automatically get a wake scan when selected if in range and you have a wake scanner in a bay for example.

I still think this could work but seems a bit unlikely at this point - FD seem extremely reluctant to add module sub-bay stuff. I'm unclear if this is a technical difficulty, a philosophical disagreement with this approach, a disbelief it is necessary/desirable at all or a mixture of all those things.
 
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And why the hell we have to press a button for the scanners to work is beyond me.
Its not like they take power or distrubuter charge, or cause the target to respond.

If they are installed and you are pointing at a target in range, they should start scanning.

It's quite useful if you have to break away, like with Interceptors. Keeping the button pressed maintains the scan %. If you're lucky, you can turn around and finish the scan, otherwise, it's best to jump out anyway.

O7,
[noob]
 
It would make more sense to have there be one limpet controller and then different limpets you'd buy or synthesize for whatever function. It just makes more sense as controllers should be software and limpets are hardware.
 
I stopped using xeno scanner. It's not essential for interceptors or scouts. Just shoot them until you see the glowing heart and then eyeball it with a guass. Count how many hearts you kill. The red sub target square doesn't add much when you can see the glow.
 
Personally i would much prefer it if the lumped the controllers together and allow for a button to toggle what is required (be it prospect, collection etc).

The xeno scanners and associated modules are just unnecessary filler i feel to pad out the game , would be a much better QoL choice if this was more streamlined and consolidated into only a couple of required modules , as oppose to basically limiting explo or mining to the larger ships.
 
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