Finished the 5x powerplay activities to get started with merits.
Turned out the old FDL, Dragon Lance, was only half-way engineered, so beefed her up as much as possible and absolutely smashed the puny pirates hanging around this RES.
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Not because I flew well, but because they just weren't very good and the bounty requirement is quite small. I've watched numerous guides on staying behind your enemy, it just never works and I end up jousting them.
With that sorted, I figured it might be time to refresh my old workhorse, the Argent One python and turn her into an all-rounder PP2 mission runner; which largely means she doesn't need much more than 100-120t of cargo, and should be able to take a punch. She was already pretty sturdy, but had a number of 2-3* engineered modules which I set about bringing up to 5*.
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Passed through the bizzare Morten-Marte system on my way to Jameson Memorial to pick up a bigger FSD booster. It is stuffed with signal sources and filled my capacity for a couple of g5 materials. I really need to down-trade those to like... 20 in each bin.
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Also yes, it was quite warm in the shot above.
The next source genuinely felt like a place ships come to die. Almost spooky.
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Anyway, with a class 5 FSD booster, the Argent One makes just over 40ly unburdened, carries up to 160t of cargo, carries 2x SRVs, and has close to 60% thermal resistance on her bi-weave shields and as such holds out quite well under fire. I think she will do nicely for running rare commodities, material gathering, and not being worried if hostiles show up.
Not that I'm not tempted by a mk2... but it seems more rigged for combat, and that's not my primary activity. If I do find myself running rares around for merits... honestly, might fit my mandalay for cargo. Reckon she'll do over 60ly fully loaded and there's not an NPC in the game can catch her.
Also, got fed up of my storage constantly being full and swept through it, selling off all the E-rated and unengineered modules that I didn't want anyway. So far I'm down to 110