Horizons Are Multi SRV bay's any use?

I figured they're for multiplayer content later on when our friends can join us on our ships. I'm trying to find a use for the federal dropship on planets other than its huge amount of class 4/5 slots for large bays or whatever else. There's one for a class 4 slot that holds 4 vehicles. Any point to that now?
 
Depends how careless you are with your SRV. If you plan to be out in space for a while, you can hold spare ones so that if you die in one you can deploy another without having to go to a port to buy another. I imagine in future with different types of SRV you'll be able to carry different types for different situations.
 
You also cannot refuel an SRV in your ship. Its either find enough materials for synthesis or return to a dock to buy more fuel. So if you are planning to be out roaming a planet for ages a there are no settlements/docks nearby a second SRV may be useful for the additional time it would give you before needing to return
 
Yeah I considered that frontier would create more SRV's for different things. Thanks for the reply bro.

You can kind of play at that already. I'm carrying two, both scarabs of course .. the first is my mars rover, driven with assist on, at a max speed of 10 m/s taking care. The second I throw around, try to max out and jump over things because, if I trash it, can fall back to rover.

I'm exploring, outside populated space but in the end you're right, devs have mentioned new models of SRV for different jobs.
 
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Ozric

Volunteer Moderator
Yeah I considered that frontier would create more SRV's for different things. Thanks for the reply bro.

They have also said that there will be more types of SRV being added throughout (or at some point during) Season 2.

You can kind of play at that already. I'm carrying two, both scarabs of course .. the first is my mars rover, driven with assist on, at a max speed of 10 m/s taking care. The second I throw around, try to max out and jump over things because, if I trash it, can fall back to rover.

This is also another and fun reason :D
 
You also cannot refuel an SRV in your ship. Its either find enough materials for synthesis or return to a dock to buy more fuel. So if you are planning to be out roaming a planet for ages a there are no settlements/docks nearby a second SRV may be useful for the additional time it would give you before needing to return

That's true. A good reason to keep SRV's stowed with a full tank.
 
You also cannot refuel an SRV in your ship. Its either find enough materials for synthesis or return to a dock to buy more fuel. So if you are planning to be out roaming a planet for ages a there are no settlements/docks nearby a second SRV may be useful for the additional time it would give you before needing to return

That's how it's supposed to work but out on an exploring run to the edge of the galaxy now and have so many materials of all types I don't keep more than 25 of any common ones on me. I'm never going to run out of fuel, so I just have the class 4 bay for the spare SRV. I like to drive them down slopes on high-G worlds to go for land speed records, so it's always good to have a backup.
 
That's how it's supposed to work but out on an exploring run to the edge of the galaxy now and have so many materials of all types I don't keep more than 25 of any common ones on me. I'm never going to run out of fuel, so I just have the class 4 bay for the spare SRV. I like to drive them down slopes on high-G worlds to go for land speed records, so it's always good to have a backup.

I have lots of materials too and lack of them is definitely more an issue when you first start. That being said, you might (conceivably) forget to collect, and run out, say if you became very engaged with POI's on a planet without much phos-sulfur to find. Maybe an extreme case, and I'm sure multiple bays are in there for other reasons, but maybe multiple turret re-loads seemed more important, at the time.
 
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My Asp Explorer carriers 2 SRVs on its current deep space mission. Imagine your face, when crashing your single SRV 30.000 lightyears far out... That would instantly ruin the tour. I like to have redundancy.

And i can imagine a lot of different SRV types in the future... Mining rigs, combat vehicles, rescue systems to transfer fuel or provide repairs to stranded commanders... Maybe there will be even larger rovers, that need larger hangars... There is a lot to come. :).
 
Military SRV, Mining SRV, Stealth SRV, Collection SRV, coming soon to a starport near you.
 
I carry the 4 slot option. I love base jumping in SRVs. I am not always successful with landings. Lol. Anacondas have more than enough space for them. I was tempted to carry 6 of them but thought it to be overkill. If I could deliver them to explorers, I'd have a hold full of them.
 
But SRVs don't add to exploration 'gameplay' in any major way. You get a tiny rank boost for driving around (which you can do in bubble) and gimmicky one-off f ingredients for a FSD jump boost that you can also synthesize before you leave on your expedition. So all you have are 'SRV randomly explodes bug' 'ship sinks into terrain bug and can't be boarded' etc etc. And selfies.

Meanwhile 12t of SRVs will add 4++ (mind numbingly dull) hours staring at the FSD charging animation to your return trip and may mean you can't traverse certain areas if you're a very intrepid explorer. Because if you have the SRV plus weight you also need shields and proper (non super slim 1A-type) power distributors to boost and survive landing errors. So a planet landing Asp goes from 36Ly with full tank to 32Ly. Would have been a viable trade off if Frontier had added 50k per rock sample brought back to Cargtographics, but alas...
 
But SRVs don't add to exploration 'gameplay' in any major way. You get a tiny rank boost for driving around (which you can do in bubble) and gimmicky one-off f ingredients for a FSD jump boost that you can also synthesize before you leave on your expedition. So all you have are 'SRV randomly explodes bug' 'ship sinks into terrain bug and can't be boarded' etc etc. And selfies.

Meanwhile 12t of SRVs will add 4++ (mind numbingly dull) hours staring at the FSD charging animation to your return trip and may mean you can't traverse certain areas if you're a very intrepid explorer. Because if you have the SRV plus weight you also need shields and proper (non super slim 1A-type) power distributors to boost and survive landing errors. So a planet landing Asp goes from 36Ly with full tank to 32Ly. Would have been a viable trade off if Frontier had added 50k per rock sample brought back to Cargtographics, but alas...

I disagree in terms of jump range. Imo, I don't care about range...because if I'm jumping 30+LY at a time, I'm missing systems that could be explored in between. I like to find interesting features in systems and on planets (from the ship AND from the SRV) like the 80km crater in HIP 38064 or the "Serpent's Pass" on Ariel). No one jumps into exploring for the money. Lol. There are just many other ways to gain a lot more credits.

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Sounds good ...



Oh ... (many chuckles)



And if I could, I'd rep you twice. Delivering SRV's to Commanders NEEDS to be a thing.

Yes, it does. I mean...why give me the option to carry three class 6 bays (12 SRVs) if I can't deliver them? The explorer could just hover over the SRV at the drop off point and pick it up, send me my credits and I am off to my next customer.
 
But SRVs don't add to exploration 'gameplay' in any major way. You get a tiny rank boost for driving around (which you can do in bubble) and gimmicky one-off f ingredients for a FSD jump boost that you can also synthesize before you leave on your expedition. So all you have are 'SRV randomly explodes bug' 'ship sinks into terrain bug and can't be boarded' etc etc. And selfies.

Meanwhile 12t of SRVs will add 4++ (mind numbingly dull) hours staring at the FSD charging animation to your return trip and may mean you can't traverse certain areas if you're a very intrepid explorer. Because if you have the SRV plus weight you also need shields and proper (non super slim 1A-type) power distributors to boost and survive landing errors. So a planet landing Asp goes from 36Ly with full tank to 32Ly. Would have been a viable trade off if Frontier had added 50k per rock sample brought back to Cargtographics, but alas...

Fully agree.. if at least there was a real connection between SRV minigame and ED main game. And here's what I mean:
Ok, I was not expecting miracles, but currently with SRV you can only find materials to fix SRV.. closed circle... Why would I take the SRV bay and the scarabs (even if only one) in a long journey, if there is no benefit to do so? Do not get me wrong, plannetary landing is great, but SRV/ship logic is not really perfect. If I want to drive SRV and enjoy new features/physics, why would I take it to the Outer Rim? Do planets out there look and feel different? - NO
SRV for real exploration (and believe me, I am not crying for more exp points while driving) would make sense only, if I could find materials (well, first of all if there was an appropriate synthesis) to REPAIR MY SHIP!!!
You want to explore the Galaxy? Guess what, sh.. (ship) breakes..

It would be really beautiful, to be stuck at the other end of the Universe, but having at least a chance to land, explore, find materials and be able to go back home..

I hope you get my point :(

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I disagree in terms of jump range. Imo, I don't care about range...because if I'm jumping 30+LY at a time, I'm missing systems that could be explored in between. I like to find interesting features in systems and on planets (from the ship AND from the SRV) like the 80km crater in HIP 38064 or the "Serpent's Pass" on Ariel). No one jumps into exploring for the money. Lol. There are just many other ways to gain a lot more credits.


That's why I specifically went to great pains to mention "to your return trip" (where the jump drag is bad). This is when you have had enough of scanning, jumping for weeks and want a change of pace (maybe bit of trading or pew pew). At this point the loss of jump range is tiresome, unwelcome and can cause burn out. This is because you are carrying 200m in data and you are anxious to get it back and cash it in before you burn up in a binary or get jumped on by CMDR Itchy Nipples camped outside the known 'safe harbors' for returning explorers. And now your nervous wait extends from normal return 15 hrs to 20 hrs and you curse the extra SRV weight that added nothing to your exploration gameplay (except self imposed imagination derived roleplaying, selfies etc).
 
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