Would you prefer a ship that jumps 80LY but only has 5 optional slots, or one that jumps 40LY with 9?
I'll take the 5 slot ship with the following conditions:
Gutamaya
Sidewinder size
Near-Eagle pitch/roll/yaw with Courier's outside-the-blue-zone flexibility
800+ boost
Viper4-like shield capacity (~200 with biweave)
4 small hardpoints (2beam, 1rail, 1mc or mining)
2 utilities (shield booster, heatsink)
hull: 50
c2 fsd/fuel/dist/pp/thruster (or maybe c3 fsd/fuel, but then need c3 scoop)
c1 lifesupport/sensors
c2 scoop/srv/shield
c1 ads/dss
^ I want this ship. I would ditch my courier for it.
-------------------------------------------------------------------
Other thoughts...
1)
a)
The idea has been mentioned before. Giving "lightweight" bulkheads mass, lets say it makes up some % (lets say military armor mass) of the current hull mass, would give reason to use lightweight mods on it -> more jump range. This would allow FDev to nerf the conda while also keeping it's jump range as it currently is (with engineering). It would also make heavy-duty no longer the only engineering worth using on it. This would give us the option to make "any" ship into an "explorer" (high jump range) by sacrificing hull integrity (which most in this thread seem to think is acceptable).
b)
The other option is to reduce hull mass on ALL other ships to close the gap with the conda. DBX should have the highest jump range, followed by ASPX. Orca/Beluga/Dolphin should be right up there close too. Followed by multipurpose (lead by conda), and combat ships last.
c)
Finally, the option that makes the most sense: nerf the conda. By far the easiest way to bring some balance is just to increase it's mass. People flock to overpowered. Let them cry about it, it needs to happen for the good of the game.
2)
Add 2 c1 slots into ALL multipurpose ships (ships that do not already have any restricted slots). 6 just isn't enough anymore.
Balance HRPs so that 2 c1 = 1 c2. This will fix the problem. Also swap the reinforcement between E and D modules. For max HP use the heavier E class. For better armor/mass ratio use D but you shouldn't get as much armor. As it is, E is worthless.
3)
Lightweight engineering for all modules that don't have it yet. Especially SRV/ADS/DSS/mininglaser. The very things we
need for exploration are hurting jump range. (very significant for small ships)
I'll also mention here: FSD booster, since 1.3t is a lot for a lightweight ship but is nothing to a heavier one. I wouldn't complain if it was made weightless like scoop/afm, since the mass is only really noticed by small ships.
4)
More ships is always better. If a dedicated explorer will improve ship use diversity, then +support.
I wouldn't use it though. I balance combat/exploration. I would rather a medium Gutamaya multipurpose ship for ~70mil that is worth every credit.