#SCO retrofit kit

33 messages · Page 1 of 1 (latest)

waxen yarrow
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To increase ship variety and to lessen the impact of obsolescence, i propose the following optional internal module:

SCO retrofit kit
Reduces the thermal strain and fuel consumption of Supercruise Overcharge on ships to near optimal levels. Cannot be equipped on vessels that are already optimized for SCO.

Class 1: Small ships
Class 2: Medium ships
Class 3: Large ships

solar swallow
waxen yarrow
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not for arx exclusively, but perhaps behind a tech broker unlock (otherwise it'd be p2w)

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with the option to buy the unlock for arx

solar swallow
# waxen yarrow with the option to buy the unlock for arx

I will not ask a question about p2w. Most do not understand the structure of this process.
As a player, you are offended that most of the old ships have become unnecessary and inconvenient

But I will ask a direct question, what is the profit for developers if they introduce what you offer?
New ships are better, they have some monetization.
Logic suggests that revitalizing old content should somehow pay off

waxen yarrow
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it's a "near optimization" for a reason

sinful furnace
waxen yarrow
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and there are other ways to monetize the game than blatant powercreep

solar swallow
waxen yarrow
solar swallow
waxen yarrow
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i am in the IT myself, i know that stuff gets expensive. I get it. But encrappifying stuff is not the solution.

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So i ask you again: Agree to disagree.

maiden flare
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Objectively, what would be the point of incorporating something like this? Why would I want a Python or Krait Phantom with one slot occupied for limited SCO capability when I can just fly a Corsair or Mandalay instead?

Nothing's stopping you from flying your favorite exploration ship and taking #AspInFrontOfThings screenshots. But just like real-world technology, you have to expect in-game technology to evolve. Newer ships should outclass designs that are 300-400 years old. And just like strapping a Pratt & Whitney F135 thruster on an F-4 Phantom isn't going to turn it into an F-35, you shouldn't expect a slapped in module to affect the supercruise dynamics of an Asp Explorer or any other legacy ship.

worldly tartan
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It should be advantages at new generation ships, but also it should be some modification for old ships, I think.
And, I think that, SCO retrofit modules has no necessary to be ARX exclusive, because there are a lot of reason to choice new generation ships not just a comfort SCO FSD.
Actually, F-4 fighter jets aren't F-35 fighter jets, but Elite: Dangerous is a videogame……

naive wolf
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Whatever the implementation would be, an overall increase to jump range would do well to help bolster older ships jump range to keep up with newer ships. A 12-15 Ly jump range would be wonderful. Would be possible to even add these as utility slot options possibly.

Edit: this would push many exploration ships to be on par with Mandalay jump range, giving us more freedom of spacecraft.

valid trench
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Old ships aren't interesting even with proposed changes. I have sold all my cutters, federal ships except Corvette, asps, cobras, t-9s, eagles, kraits, pythons. Dismantled all my mining ships. New ships are not just sco stability. They're superior and each of them obsoletes at least one ship. You want to fly nostalgia - your choice. I would not use proposed modules ever.

naive wolf
valid trench
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I didn't say anything about removing ships, you said it.

worldly tartan
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I think, the main point of this topic is just, To be able to choice "spend one internal optional module slot and get confort at using SCO FSD" or "Use one optional module slot for something more important and use SCO FSD as it should be" is not so bad.

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And I think it is not bad.

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If there ware SCO retrofit modules in this game, it will not trash new ships, also old ships will not be overpowerd.

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Just it will put some new seasoning on to your diner table.

waxen yarrow
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Yep, that was the intention. Breathe some life into older ships without buffing them too much

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The loss of a slot is a slight nerf, however, it gives older ships more flexibility

snow goblet
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many old ships are already starved for optional slots and there's only few situations in which optimized SCO is needed

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If you want general buff to older ships then hull weight reduction across the board (10-20% depending on ship) would increase both jump range and combat characteristics.
Bulkheads too, since many ships have such high masses that sometimes it doesn't even make sense for them to use them (Eagle being best example).

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it's easy to explain in universe as well since it could been just some new alloys like new ships with super low hull masses have...
+potential to do CG

worldly tartan
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The new ships are overpowerd or not doesn't matter at this topic.
Just, there should be "SCO" retrofit modules, and there should be an optuon to equip that, and to get confort.
Yes, it is just my opinion……

worldly tartan
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I have an idea for SCO retrofit modules, that it will be fun, if we can chose some type of module.
You know, there are some type of SCOs for new generation ships on E:D. Average one, slow and less fuel consumption/heat generating one, and maybe more?
To choose SCO character with changing retrofit module will be not bad idea, and it should be nice if those modules could change SCO capable ship's SCO character.

naive wolf
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I think utilizing the utility slots for it would work nicely. Similar to shield boosters. You could stack SCO boosters for better efficiency and a slight range increase as well.

valid trench
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There's one slight problem with adding stability to older ships - it was told in Galnet, even before the first 'new' ship came out, that 'sco tears apart our ships and we need to design new ones'. Since this became a part of lore, it would be difficult to explain new bulkheads after all this time. This also means bulk alloy is not making sco unstable, it's the ships' 'design', whatever that means (Frame? Structure? Thermal capability?). Otherwise stable sco could be achieved with different bulkheads.

I don't think fdev should invest time into breaking older ships, and by breaking I mean rebalancing, because that would be done to all of the existing builds for no reason. If they make stable sco as a module, they need to explain this in lore, which I don't see happening. I still would not use additional module and waste a slot, even if that was done. I'd like fdev to focus on making new things that are broken on release to be... not broken. And QoL stuff, which they are doing little by little.