Guardian FSD booster question

6 module slots isn't a compromise in all honesty, even Mengy thinks so.

Again, the DBX can also use the module and it'll still have the second highest jump range in the game. The only difference is that the Asp can do it with no compromise while the DBX can't because its wayyy cheaper.

Honestly, who the hell cares about the base cost of the ship? Credits are not a gate to just about anything cheaper than an Anaconda. It's a trivial jump in cost between the DBX and AspX, and should not be considered as an argument for which ship is better at what.

The DBx is hit with a double wammy when using FSD boosters, not enough module space and poor fuel scooping speeds made worse by 120% fuel usage increase due to the 4H booster. DBx is not fit to use the booster. Stick to the ASPx or Anaconda.

That's exactly the point that's being made by Mengy, and reinforced by myself.
 
Honestly, who the hell cares about the base cost of the ship? Credits are not a gate to just about anything cheaper than an Anaconda. It's a trivial jump in cost between the DBX and AspX, and should not be considered as an argument for which ship is better at what.

Under that logic you should request a massive buff to the Hauler since the poor thing only has 4 modules, after all, the credit jump from the Hauler to the DBX is smaller than the jump from the DBX to the AspX.

DBX-Hauler=1842040 cr

Asp-DBX=4766390 cr
 
Under that logic you should request a massive buff to the Hauler since the poor thing only has 4 modules, after all, the credit jump from the Hauler to the DBX is smaller than the jump from the DBX to the AspX.

Comparing apples to oranges. Hauler is not a ship focused on the same things the Asp and DB explorers are.
 
Comparing apples to oranges. Hauler is not a ship focused on the same things the Asp and DB explorers are.

The Asp Explorer is the civilian version of the military model Asp MkII (which first saw service in 2878). Lakon Spaceways now owns the licence to construct these ships and has marketed them heavily at customers looking for their first multi-crewed ships. The ship class has earned a solid reputation for long-range missions and those requiring some discretion.

The Diamondback Explorer was Lakon Spaceways' response to criticism of the original Diamondback ship class. By extending the ship's frame it allowed greater cargo capacity and so greater mission variety and endurance. It also brought the ship more into line as a smaller brother to the successful Asp line although at much more modest price range. The Explorer model can fulfil the same roles as its companion ship type, but is also able to operate as a fast transport and resupply vessel useful for supporting deep space operations in a hostile environment.

The Hauler is Zorgon Peterson's low-level entry in the freighter market and has been a big success. A large cargo capacity (for its size), cheap purchase price and low running costs have made these the most popular small cargo ships in human space.

None of those say its good for exploration. They market them as multipuspose ships while the Hauler is a freighter.
 
None of those say its good for exploration. They market them as multipuspose ships while the Hauler is a freighter.

Again, apples to oranges.

The Asp Explorer is the civilian version of the military model Asp MkII (which first saw service in 2878). Lakon Spaceways now owns the licence to construct these ships and has marketed them heavily at customers looking for their first multi-crewed ships. The ship class has earned a solid reputation for long-range missions and those requiring some discretion.

The Diamondback Explorer was Lakon Spaceways' response to criticism of the original Diamondback ship class. By extending the ship's frame it allowed greater cargo capacity and so greater mission variety and endurance. It also brought the ship more into line as a smaller brother to the successful Asp line although at much more modest price range. The Explorer model can fulfill the same roles as its companion ship type, but is also able to operate as a fast transport and resupply vessel useful for supporting deep space operations in a hostile environment.
Those lines in the marketing make them similar uses.

The Hauler is Zorgon Peterson's low-level entry in the freighter market and has been a big success. A large cargo capacity (for its size), cheap purchase price and low running costs have made these the most popular small cargo ships in human space.

The Hauler is a short range bulk transport, there's nothing to compare other than they are all ships that move through space, have a cockpit/flight deck, and use the same type of fuel.
 
Again, apples to oranges.




Those lines in the marketing make them similar uses.



The Hauler is a short range bulk transport, there's nothing to compare other than they are all ships that move through space, have a cockpit/flight deck, and use the same type of fuel.

Nothing in the text you quoted says "must be able to use all modules".
 
I've been saying it for years and I'll say it again, where is my Imperial Explorer?

shrug1.jpg
 
I outfit for jump range because I need it to reach fringe systems, which is where I do the majority of my exploring. It's my #1 priority when designing an exploration ship.

With that in mind, both my DBX and Asp X are engineered to the hilt for low mass and high jump range, and both carry the six modules I won't fly without: ADS, DSS, SRV, scoop, shield, and AFMU. My DBX jumps 62.3ly fueled up, I can't get that number any higher with the modules I'm carrying. My Asp jumps a bit less at 57.9ly. While the DBX has range the Asp scoops faster and has a slightly better view, yet I've been flying my DBX ever since 2.3 and I've loved the ship despite it's terribly slow fuel scooping. There is a trade off between the two ships which allow for a good choice depending on priorities, and it's worked great since 2.3.

Now factor in the Guardian FSD booster. My DBX has no free slots, it can't carry one, yet my Asp can easily fit in the 5H booster and gain that extra +10lys of range. SO, after 3.1, my Asp will jump more than 5lys further than my DBX, AND it will scoop fuel literally twice as fast. The wonderful tradeoff between the two ships which 2.3 put into place is about to be annihilated by update 3.1, and from my perspective the DBX is about to become a pointless ship once again.

And yes, this makes me sad, because had Frontier simply made these fracking boosters utility modules then ALL ships could equally enjoy them. Now, only certain ships with the space to fit them in will be able to. From a game design point of view this just seems utterly silly to me, dividing the fleet of ship choices up arbitrarily like that. It's only serving to make some ships a lot less appealing in general than ships with more internal space, and IMHO Elite needs more diversity in ship choices, not less, especially when it comes to jump ranges.

My thoughts exactly. I have NEVER used an Asp Explorer for the reasons you mentioned. Max jump range is my highest priority and the slower fuel scooping never really bothered me as I usually just get my DBX into range and start scooping at or near the max rate and let it sit there while I check out the system map, taking note of which planets I wish to scan/investigate. After the FSD Booster is re-released there will be literally NO reason to use a DBX for exploration (well, other than it being a fair bit cheaper). I just bought paint jobs for my DBX too, as I LOVE the Tactical Ice on it :(

It's a little puzzling to me as to why they made it an optional module when all the other Guardian Modules are core modules or weapons meaning they can all be swapped out without consequence.
 
My thoughts exactly. I have NEVER used an Asp Explorer for the reasons you mentioned. Max jump range is my highest priority and the slower fuel scooping never really bothered me as I usually just get my DBX into range and start scooping at or near the max rate and let it sit there while I check out the system map, taking note of which planets I wish to scan/investigate. After the FSD Booster is re-released there will be literally NO reason to use a DBX for exploration (well, other than it being a fair bit cheaper). I just bought paint jobs for my DBX too, as I LOVE the Tactical Ice on it :(

It's a little puzzling to me as to why they made it an optional module when all the other Guardian Modules are core modules or weapons meaning they can all be swapped out without consequence.

But the DBX will still have the second highest jump range [wacko]
 
But the DBX will still have the second highest jump range [wacko]

You are fixed on the hard numbers, not considering the practicality of the ships. Sure, we could trade off one of the modules most of us consider a requirement, but then the practical aspect of that ship and config goes out the window.
 
You are fixed on the hard numbers, not considering the practicality of the ships. Sure, we could trade off one of the modules most of us consider a requirement, but then the practical aspect of that ship and config goes out the window.

Practical aspect? The AFMU isn't a particularly useful module. I did not use it even once when I went to Beagle Point.

You guys want all the luxuries.
 
Practical aspect? The AFMU isn't a particularly useful module. I did not use it even once when I went to Beagle Point.

That's you. I use it very regularly while I'm exploring, because I ain't perfect and I make mistakes out there, plus I neutron jump every chance I get. It's absolutely mandatory equipment for me while exploring deep space.


And so do a lot of other explorers. Not you though, you've established that 100%. We got it.
 
That's you. I use it very regularly while I'm exploring, because I ain't perfect and I make mistakes out there, plus I neutron jump every chance I get. It's absolutely mandatory equipment for me while exploring deep space.


And so do a lot of other explorers. Not you though, you've established that 100%. We got it.

Well, in your latest thread it seems many explorers agree with me. I'd say its a 50-50 ATM but don't take my word, just read the posts.
 
So, how about a proper pros vs cons of the guardian modules, so people can judge for themselves with stats, instead of just going, "I don't like it" or, "this isn't worth it" without an explanation? Maybe that would be better than this mumbling and grumbling, without actual data to give a conclusive reason as to why you perceive it in such a light.
 
No, I want a Core Dynamics version! [big grin]

This said, the Anaconda really should be nerfed. It won't be, but it really should.

You can simply ‘self nerf’ your own ship, it’s a sandbox, if you need 100 jumps to my 75 to feel the galaxy is big big - make it happen, no need to trouble
Any one else about your penchant for limits and need for time sinks.
I’ve got 2 other space based games going so I’m hoping to add Guardian bonuses to my +61% Engineering.
 
Neutron star travel makes it necessary to include an afmu. Having a rover is nice2have as well.
That's why I stopped using my DBE, even though I took it to Beagle point and beyond (before engineers).

I plan to swap out the cargo module in my ASP, get a smaller AFMU (you can refill it enroute) and then get a size 5 FSD booster.

Having a ginormous fuel scoop means less travel time and more time exploring for me.
 
If I add the 5H FSD booster to my ship, is the +10ly boost given after the weight of the module (1.3T) is taken into account?

Eg, say my Asp does 50 LY max. I add this module (but don't activate it) and it goes down to 49LY (because of the weight of the module). If I activate the module, does the new max distance become 60LY or 59LY?
 
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