New ship: Vulture

I forgot the shields, yeah. Can't have high energy weapons and A5 shields.

I didn't "forget" the utilities as those depend entirely on you ;)

You can put a D5 shield on it which should give sufficient shield strength, or you can use weaker lasers, or you can use weaker thrusters.

There's no point in asking for a Size 5 power plant, if you look at the other fighters, Frontier doesn't want us using the best weapons and A-everything, because then the game becomes ONE TRUE WAY.
 
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Mike Evans

Designer- Elite: Dangerous
Frontier
An A5 Shield alone takes 3.64 and we then use 16 already. This ship will have power problems. Fully A-Equipped with utilities and internal compartments it will use around 17.5MW :/ Anything that uses much energy will lower the combat efficiency if downgraded.

Mike Evans: Give us a Class 5 Power Plant please. It's somewhat ridiculous not being able to fully equip the ship with running out of power. Who would build such a ship in the first place?!

The power priority system was implemented for a reason. It was never our intention to let you power absolutely everything (especially the most hungry stuff) at once without some compromise.
 
My Viper can run almost 1.5MW above its max output, I'd suspect that with a 4A PP you could put around 17MW of units in there. Just make sure all non-combat related things are automatically disabled when hardpoints deploy. FSD, fuel scoop, cargo hatch etc when turned off give quite some space to move. :)

edit: Ninja'd by Mike
 
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My Viper can run almost 1.5MW above its max output, I'd suspect that with a 5A PP you could put around 17MW of units in there. Just make sure all non-combat related things are automatically disabled when hardpoints deploy. FSD, fuel scoop, cargo hatch etc when turned off give quite some space to move. :)

edit: Ninja'd by Mike

You mean A4 power plant?
 
So why is it able to do that on some ship, while not on others? Especially from a combat orientated ship I would expect to have more than enough energy. The power priority is cool and I understand the system. But please, you play the game yourself: how to priotize your modules to get more than 2MW to not run out of energy when deploying hardpoints?

In its current design you have to make sacrifices already in the outfitting, not by priotizing modules. That's....unfortunate =/
 
Reading Mike Evans in one of the Python nerf threads, he mentioned that the Vulture (love the name!>) would be THE heavy fighter ship (very good at flying and fighting, pretty much bad at anything else).

I speculate manufacturer will be Core Dynamics (Vulture is a bird, so would fit as the Eagle big brother if we go with naming trends..) and a price of 70/100 millions stock, 240-320 millions fully kitted.

Probably 2 large, 2 medium and 2 small hardpoints, high speed, high maneuravibility (for its weight), and hardpoints placement to die for, with useless cargo and 14ly max jump range unladen.

I can't wait to jump from the brand new nerfed Python into this thing.

Yes, the one at the bottom left of this image

Probably would indicate some sort of info to go by, when in fact he just pulled them out of thin air :/

Nah...he didn't pull it out of thin air...speculating based off what Mike said in a different thread.
 
So why is it able to do that on some ship, while not on others? Especially from a combat orientated ship I would expect to have more than enough energy. The power priority is cool and I understand the system. But please, you play the game yourself: how to priotize your modules to get more than 2MW to not run out of energy when deploying hardpoints?

In its current design you have to make sacrifices already in the outfitting, not by priotizing modules. That's....unfortunate =/

That's the point, you're forced to make sacrifices.
 
My Viper can run almost 1.5MW above its max output, I'd suspect that with a 4A PP you could put around 17MW of units in there. Just make sure all non-combat related things are automatically disabled when hardpoints deploy. FSD, fuel scoop, cargo hatch etc when turned off give quite some space to move. :)

edit: Ninja'd by Mike
5A PP is 20.40 MW. It would power A everything and Class 3 Plasma accelerators (if those existed).
 
1000
You had me at the cockpit.
 
The power priority system was implemented for a reason. It was never our intention to let you power absolutely everything (especially the most hungry stuff) at once without some compromise.

I get this. But have yet to use a ship that has this limitation. The viper can be full A class and will run with priority management. My Python is full a class with a B power plant. Room to spare.

I'm not sure priority management will be enough to make up for up to 2mw shortfall on the vulture though.

So I agree with you. I've just yet to run into this limitation before.
 
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In its current design you have to make sacrifices already in the outfitting, not by priotizing modules. That's....unfortunate =/

Not really. With A5 pp everyone would pick A-gear exclusively, and probably go for the highest dps-energy weapon in the Vulture. Every Vulture would end up nearly identical. Now you have to make choices: A-shield but weaker weapons, or best weapons and shield but no shield bank etc. It forces diversity based on your playing style.
 
Not really. With A5 pp everyone would pick A-gear exclusively, and probably go for the highest dps-energy weapon in the Vulture. Every Vulture would end up nearly identical. Now you have to make choices: A-shield but weaker weapons, or best weapons and shield but no shield bank etc. It forces diversity based on your playing style.

Why would you do that? Who would design a combat ship not being able to equip the best upgrades available? As a fighter you strive for:

a) mobility/maneuverability
b) strong defence
c) strong weapons

What are the most power hungry upgrades?
a) Thruster
b) Shields
c) Weapons

So by design you will cripple your combat ability because you can't max everything out without running out of power. In a combat ship!
It just don't make any sense to me.
 
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No, the Imperial Fighter is way, way smaller. I think there are a total of five Imperial ships, four of which will be flyable. The Clipper, the Interdictor, the Hunter, the Fighter and the Liner. I've also seen mention of a Courier, but I'm not sure that's a separate ship.

Edit: I think the Vulture looks like a cross between a Python and an Eagle.
 
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No, the Imperial Fighter is way, way smaller. I think there are a total of five Imperial ships, four of which will be flyable. The Clipper, the Interdictor, the Hunter, the Fighter and the Liner. I've also seen mention of a Courier, but I'm not sure that's a separate ship.
There's no scale, and if the cockpit glass is anything to go by, this image is rather small.
Maybe i'm just hoping because I don't like the look of it right now.

The interdictor playable? Isn't that what the Empire calls its Capital ships?
 
The interdictor won't, but the fighter will. At least I seem to recall reading the Condor and Imp Fighter will be flyable.
 
Why would you do that? Who would design a combat ship not being able to equip the best upgrades available? As a fighter strive for:
a) mobility/maneuverability
b) strong defence
c) strong weapons
What are the most power hungry upgrades?
a) Thruster
b) Shields
c) Weapons

So by design you will cripple your combat ability because you can't max everything out without running out of power. In a combat ship!
It just don't make any sense to me.
Did you ever fly a Viper or an Eagle? Would you say they are "crippled" as combat ships? Mike explained it on the previous page, they want you to make choices, and those choices shouldn't be "which trade route to grind out so I can afford everything?".

You don't cripple your ship by using D rated shields. The Viper with D3 shields still has considerably more shield strength than the A4 cobra.
 
Why would you do that? Who would design a combat ship not being able to equip the best upgrades available? As a fighter strive for:
a) mobility/maneuverability
b) strong defence
c) strong weapons
What are the most power hungry upgrades?
a) Thruster
b) Shields
c) Weapons

So by design you will cripple your combat ability because you can't max everything out without running out of power. In a combat ship!
It just don't make any sense to me.

I think you're confusing video game spaceship design with real life err, warship design?

Actually this happens very often in real life. Nimitz class carriers can't use EM catapults, F-16's can't have the best avionics, both because there's just not enough power.
 
It's two hard points. Mike said so in this thread.

Just 2 is pretty disappointing, I wouldn't call it a combat ship, versatility is important in combat as different foes are faced, this leads to little innovation. I'd at least like a 3rd small point.

I hope there is something along the lines of a single large, 2 medium and 1 small, or maybe a single large, 2 small and a single medium. The double points on the 'wings' and the singles one on top and one on the bottom.
 
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