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?
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.
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..
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.
The only thing bad about it is if I get Mirrored Armor, I want a shiny ship, dangit!
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.
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.
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!!!
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).
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.
.. 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)