New Core Module: Ship's Computer

Whenever I refit one of my ships, I am constantly irritated by things like limpet controllers that seem to take up as much hull volume as 64 tons of cargo, or even the autopilot, which still takes up the equivalent volume of two tons of cargo capacity.

I previously suggested that all the different limpet controllers should be amalgamated into a single controller module, where larger sized modules could physically contain more limpets, and higher grade modules could accept more limpet role programs, and more expensive programs could control more limpets.

However, something that would make even more sense would be having an additional core module: the Ship's Computer.

The Ship's Computer could be pretty much any size for any ship... by the 30th century, they'd be pretty miniaturized and would have negligible weight. The only variable factors based on existing ship resources would be power capacity and baseline draw.

Any Ship's Computer could run any ship... but the least capable model would not be able to do much else.

The computers would be rated in terms of Memory Capacity (by the 30th century, there would likely be only memory, not RAM and storage) and Processing Capability. Memory would be expressed as a number, Processing Capability as a letter, with A as the best, and F as the worst.

Memory would be used to hold active and inactive programs, the latter using more memory than the former. Encodable rares would also use memory.

An A-rated Computer could run 5 A-grade programs. 5 B-grade programs would be the equivalent of 1 A-grade program, 5 C-grade programs would be the equivalent of 1 B-grade program, and so on. Running 1 A-grade program would consume 5 kW of power, 1 B-grade would consume 1kW of power, and so on.

Programs that are relatively simple yet use a lot of power would be rated according to power consumption.

Aside from programs such as autopilots and limpet controllers, a passenger ship could have passenger entertainment that has a chance to distract passengers from making inconvenient demands or worrying about little things like the ship being scanned.

Passenger ships might also have a casino program, which might (or sometimes might not) make a bit - or a lot - of extra money... or might have some straitlaced vip passengers demanding that it be deactivated... and others demanding that one be supplied... or that it be reactivated...
 
Something like that... anything like that, could be a real improvement. I'd like it.

And unlike many other aspects, i don't really see that much of power creep here, either. It's not like people consider things like prospector limpets, fuel transfer limpets or docking computers to be a combat advantage. The only aspect where in my eyes combat balance could be affected would be hatch breaker and maybe collector limpets. The same pirate, who in the present system needs to use some slots for a hatch breaker and perhaps collector limpet controller would then be able to have those as software and fill the same slots with HRPs for better combat surviviability.

But considering how rare actual player pirates are, i don't really see a problem here. (Actual pirates have a cargo hold on their ship. All of those self-proclaimed pirates who can't even carry cargo are something very different and not a pirate. )
 
I completely agree. Or have the sensors have sub slots and anything that scans or communicates goes into those and a ships computer for other things.
 
Something like that... anything like that, could be a real improvement. I'd like it.

And unlike many other aspects, i don't really see that much of power creep here, either. It's not like people consider things like prospector limpets, fuel transfer limpets or docking computers to be a combat advantage. The only aspect where in my eyes combat balance could be affected would be hatch breaker and maybe collector limpets. The same pirate, who in the present system needs to use some slots for a hatch breaker and perhaps collector limpet controller would then be able to have those as software and fill the same slots with HRPs for better combat surviviability.

But considering how rare actual player pirates are, i don't really see a problem here. (Actual pirates have a cargo hold on their ship. All of those self-proclaimed pirates who can't even carry cargo are something very different and not a pirate. )
we could ballance your point by adding a module called limpet rack. this module could only store limpets, but at a 2-1 capacity compared to cargo racks. Example: at current, a c1 cargo rack holds 2t of cargo, a c1 limpet rack would hold 4 limpets. We would also need to consider adding a limpet launcher to utility mounts. Currently, the controllers somehow have the ability to launch these limpets but with those changed, how would we launch them? sure, we could roll that functionality into the racks and it would work nicely, just an added thought to bring more choice and loadout potential.
 
we could ballance your point by adding a module called limpet rack. this module could only store limpets, but at a 2-1 capacity compared to cargo racks. Example: at current, a c1 cargo rack holds 2t of cargo, a c1 limpet rack would hold 4 limpets. We would also need to consider adding a limpet launcher to utility mounts. Currently, the controllers somehow have the ability to launch these limpets but with those changed, how would we launch them? sure, we could roll that functionality into the racks and it would work nicely, just an added thought to bring more choice and loadout potential.
I understand your idea and see what you are aiming for. But I don't think it would see too much use.

I mean yes, you could pack more limpets. But the current mechanic has more value, as used up limpets give you new cargo space. So despite potentially being able to carry more limpets with your rack, you'd sacrifice the ability to carry cargo.

On balancing and using the slot: indeed it would help for that. But it would defeat much of the purpose of this suggestion, which is to consolidate all different software to one computer and clean up optional internal slots for other equipment.

And on how limpets work: all in all, by shape and size, they are just pimped up cargo containers. The ship drops them out of the cargo hatch the very same way it does with cargo you want to jettison. No additional mechanic needed.

So while the suggestion is worth some thought, I think that ultimately it would work against what this suggestion is aiming for and thus is not helpful in this aspect.
 
I understand your idea and see what you are aiming for. But I don't think it would see too much use.

I mean yes, you could pack more limpets. But the current mechanic has more value, as used up limpets give you new cargo space. So despite potentially being able to carry more limpets with your rack, you'd sacrifice the ability to carry cargo.

On balancing and using the slot: indeed it would help for that. But it would defeat much of the purpose of this suggestion, which is to consolidate all different software to one computer and clean up optional internal slots for other equipment.

And on how limpets work: all in all, by shape and size, they are just pimped up cargo containers. The ship drops them out of the cargo hatch the very same way it does with cargo you want to jettison. No additional mechanic needed.

So while the suggestion is worth some thought, I think that ultimately it would work against what this suggestion is aiming for and thus is not helpful in this aspect.
fair point friend :) was simply attempting to balance out the pirate situation you referred to, thinking about it more, that idea of mine could end up causing more problems than it solves lol
 
Yeah I don't think limpets themselves present a problem. When I come across a fat (can I say "fat" in this day and age? Let's rephrase that as "gravitationally challenged") rock full of void opals, the limpets are the first to go. If I'm that close to full I'll only need one or two anyway to finish up the job and heck, I'll scoop up every little fragment manually if need be. It's the HUGE limpet controllers I find odd, and software modules would IMO only make sense there.
 
The introduction of two modules that are computer programs might indicate the addition of more modules that are computer programs in the future. If they do add more of these types of modules they may be able to break those types of modules into their own subcategory and they can call it anything they want.

We have several categories at present. Hardpoints, utilities, core modules, and optional modules. It would not be impossible to create another category called computer programs modules or something a lot better than that name.

If they do move it to another subcategory, it would take away the ability to put other types of modules in it though. We'll see what they do in the future.
 
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