Why do bulkheads cost SO much?

Javert

Volunteer Moderator
Does the fitting of additional bulkheads (and HRP) impact on the top speed and turning rate of your ship in normal space, or is it only the jump range that is impacted?
 
Does the fitting of additional bulkheads (and HRP) impact on the top speed and turning rate of your ship in normal space, or is it only the jump range that is impacted?

Of course it does! More weight: less speed & turning rate. The effect is more noticeable on smaller ships, but this is a fact for bigger ships too!
 
While bulkheads are indeed usefull, their cost is just silly (at best).

I think that cutting their price in half would be fine (they would be more in line with other top-A rated modules for ships like the anaconda (such as A8 PP))
 
Quite frankly, I think that for fighters ships and upgrades should be free of charge, payed by the alliance/Republic/Empire (depending on which faction you serve).
In the end: if you join the army, you do not have to buy your own vehicles, right?
Think, if you have to pay for a carrier!!!

Pirates and criminals then should pay 10x the price.
But that's because I dislike um.
 
Quite frankly, I think that for fighters ships and upgrades should be free of charge, payed by the alliance/Republic/Empire (depending on which faction you serve).
In the end: if you join the army, you do not have to buy your own vehicles, right?
Think, if you have to pay for a carrier!!!

Pirates and criminals then should pay 10x the price.
But that's because I dislike um.

Well well well, Bernie Sanders. Fancy meeting you here.
 
Does the fitting of additional bulkheads (and HRP) impact on the top speed and turning rate of your ship in normal space, or is it only the jump range that is impacted?

I think it was maybe Vindicator Jones that tested this and found that the change in turning rate and speed was negligible..
 
On the http://coriolis.io/ site where you can test your ship builds, when you add or remove modules, it instantly gives you the ship's new top speed, boost speed, jump range, etc. E.g. on my FAS, installing the Military Grade bulkhead reduces its speed just a bit from 241 m/s to 236 m/s.
 
I know if I weigh up my ship with equipment and Cargo is becomes rather harder to stop!


Bulkheads are more useful than most people recognise as they weaken the case for a shield generator. Which saves you a lot of power and some space. If all you need is a bit of protection whilst you run away, bulkheads make a LOT of sense. Similarly in an ASP you may wish to run a A3 shield, saving a lot of space, if you're also running bulkheads to protect it when the shield goes down.
 

Javert

Volunteer Moderator
I know if I weigh up my ship with equipment and Cargo is becomes rather harder to stop!


Bulkheads are more useful than most people recognise as they weaken the case for a shield generator. Which saves you a lot of power and some space. If all you need is a bit of protection whilst you run away, bulkheads make a LOT of sense. Similarly in an ASP you may wish to run a A3 shield, saving a lot of space, if you're also running bulkheads to protect it when the shield goes down.

This is what I am wondering. If I have a ship that already has beefed up sheilds, shield boosters and all that stuff, is it worth saving up to install stronger bulkheads and sacrifice some top speed, or am I better off just running away as soon as my shields are down?

I do agree that if you are running without shields this could indeed be more valuable, but if your strategy when interdicted is to run away, you might prefer the extra speed to the stronger bulkheads.

Specifically I'm considering whether to save up for military bulkheads for my Python which already has most everything else at A spec with shield boosters etc - I'm not sure it's really worth saving up another 120 million to fit the best bulkheads.
 
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Specifically I'm considering whether to save up for military bulkheads for my Python which already has most everything else at A spec with shield boosters etc - I'm not sure it's really worth saving up another 120 million to fit the best bulkheads.

Depends what you are doing with it.
I always go for military bulkheads on a combat ship, but then I always go for shields as well. Fill the internals with HRP's, no SCB's but boosters on Utility points. I like as much protection as possible.
Smuggling ship has small shield and tissue paper hull, I used to run without shields but had a couple of hairy situations so put a small bi-weave on. Which I leave switched off while not smuggling to reduce heat during scooping
 
This is what I am wondering. If I have a ship that already has beefed up sheilds, shield boosters and all that stuff, is it worth saving up to install stronger bulkheads and sacrifice some top speed, or am I better off just running away as soon as my shields are down?

I do agree that if you are running without shields this could indeed be more valuable, but if your strategy when interdicted is to run away, you might prefer the extra speed to the stronger bulkheads.

Specifically I'm considering whether to save up for military bulkheads for my Python which already has most everything else at A spec with shield boosters etc - I'm not sure it's really worth saving up another 120 million to fit the best bulkheads.

I'd say that if the plan is to run anyway, then save your cash and invest in shields. If you plan to stick around and brawl or perhaps, then bulkheads will give you more staying power. As mentioned in another thread, module sniping is something to be wary of, but in general a coordinated sustained attack by skilled human pilots is going to mess up most folk's day :)

Of course, as Commander Noddie mentions, you can also save up a lot of slots and power, which opens up new alternative loadout options, such as railgun snipers or plasma accelerator shotguns.
 
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Quite frankly, I think that for fighters ships and upgrades should be free of charge, payed by the alliance/Republic/Empire (depending on which faction you serve).
In the end: if you join the army, you do not have to buy your own vehicles, right?
Think, if you have to pay for a carrier!!!

That would be great if you actually joined the army (or navy), but you dont. You are a mercenary with a rank in the faction's auxillary navy. Mercenaries are expected to supply their own equipment.
 
Modules, not just bulkheads, cost too much on the big ships. I suspect this was purposely done to artificially jack up the insurance on them so people are apprehensive about using them in combat (PvP).
 
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Modules, not just bulkheads, cost too much on the big ships. I suspect this was purposely done to artificially jack up the insurance on them so people are apprehensive about using them in combat (PvP).


Aye, no doubt. Of course, we don't have to run Full A rated modules, investing only what we need in order to be able to do what we wish to do. Especially with the bigger ships, effeciency is king.
 
That is a very complicated mechanic to achieve something that could have been done by setting the insurance rate to 10% for all bigger ships.

Rebuy costs are the only real "money sink" in that game atm. Repair, Refuel and Restock are just negligible.
Increasingly expensive top-end gear the only real incentive to allow any room for improvement.


And as long as interiors can be sold back at the full price, you start "saving up" for any future improvements with your first sidewinder.

The upgrade path is not necessarily -> "nothing Anaconda" (0) to "MGB Anaconda" (130 mio)
it can be "MGB Python" (50mio) -> "MGB Anaconda" (130 mio)

With the *choice* to either interim-upgrade all ships you have to make them more effective, or switch to the bigger ship as soon as the worth of your nearly naked current ship + your savings allow.

Technically, I've had that advanced discovery scanner since my cobra MK III (a huge investment back at the time) re-used in the DB Explorer and now my asp explorer (which I upgraded to "multirole" and then stripped down again to "exploration ship" - also the first time ever I went for an A Class Frame Shift Drive - before that it was *never* worth to me upgrading past B).
 
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The bulkhead prices seem reasonable to me, and by reasonable I mean that I can afford them, not that they're reasonably priced! Their main advantage is that they provide a large armor boost without taking up valuable module slots. In my Corvette, I use the largest 2 module slots for SCB and the other rest for HRP. I would hate to rely solely on the HRP because I couldn't afford the military bulkheads.

While they DO give a lot of HP they are extremely oddly priced.

Upgrade cost differ wildly between vessels (Eagle pays 14 times it's base cost for Mirrored while an Anaconda pays 2,3 times it's hull cost)

I could understand it if it was a logical cost increase that could be compared across hulls but they differ so wildly it's ludicrus.

At the same time, the most expensive shield in the game is at 76 million compared to the Anacondas mirrored armour at 346 MILLION.

ALL other modules in the game are at a fixed price so I'm REALLY curious how they calculate the costs for hull modifications.
 
.. the most expensive shield in the game is at 76 million compared to the Anacondas mirrored armour at 346 MILLION.

A8 Prismatic shield generator is 248 mio (powerplay specific?)
A8 regular 162 mio.

(oh, and sold at an outpost where no ship with a size 8 internal compartment can land xD ... yea, some things do not make sense)
 
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A8 Prismatic shield generator is 248 mio (powerplay specific?)
A8 regular 162 mio.

(oh, and sold at an outpost where no ship with a size 8 internal compartment can land xD ... yea, some things do not make sense)

Ah, my bad, I meant that you could fit on an Anaconda.

The 7A Prismatic shields at 76 million gives a base HP of 700

The 346 million mirrored armour gives roughly 893 HP.

One can regenerate and the other protects internal components.

Hmm, I wonder if we will get some tiny ship with an 8A shield generator? o_O
 
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