Hello,
Commander BigGoat (PS4/Brazil) here. I'm very new to the game but got very excited about the DW2 Event so I have already read most instructions and guides linked here.
I still wonder if by being a new player I will be able to enjoy this as much while proving myself helpful, so I wanted to ask for some opinion. I started this game like 10 days ago, playing a couple of hours per day, and quickly learned the mining techniques which led me to a fully suited ASPX and nearly 100 millions credits which I was saving for fully equiping a Fer-De-Lance to try some bounty-hunting and PVP.
But to the be honest, a community expedition like that seems way more enjoyable then BH or PVP, so I would very much like to take part. Problem is, a part from mining I have done very little so far in this game. I never even tried and SRV, never did a BH (with kill-scans and all), never went further than ~120 LY from the bubble. So I wonder if this will be a problem.
If possible I would very much like to contribute to the mining part of the expedition. If I understood correctly, I need to pre-outfit my ship for that, so one of my questions is: what ship/build would you use if you were going to mine through the expedition (on specific waypoints, I know). I believe carrying equips for deep core mining will be very hard for me (with a 100 mil budget and no Conda). But if regular mining (lasers) are still useful for the exp, I could try for something with at least 1 Mining Laser, 1 Collector, 1 Refinery. Suggestions?
The other question is wether an engineered ship is needed for the exp. I believe I don't need one for a ~40 LY jump range ship, but maybe it's necessary with I equip the ship for mining or anything other than basic exploration. I don't believe I will have time to engineer anything (it involves ranks and so on, not only money I think). So this might be a problem.
Also I wonder wether many will take their main accounts into this because that would mean weeks without doing other things in-game, right? I only have one acc/char so taking that might not be ideal.
And last but not least, in my current situation (new player/low budget), should I just stick to Exploring and enjoying the ride, or Mining is possible for me?
o7, Commander!
In short:
- ASP X is a good ship and quite enough for everything - it was on of the most used, if not THE most used Ship at Distant Worlds 1.
- the Krait Phantom is probably a bit better all in all, since it has more internal slots and is probably able to get a slightly better jumprange, but it feels a bit more slugish.
- Anaconda: best range, but veeeerry slugish, and the Cockpit is very far at the back - avoid it as your first exploration ship.
- Diamond Back Explorer: second best jump range in game, but only very few optional internal slots; I say avoid it for a very long expedition like this one, unless you want a challenge.
To reach the final destination of the trip, you need roughly 34 Ly's of range, and this was the top jump range for the ASP-X back at the first Distant Worlds Expedition, anyway.
You will probably do a LOT of jumps to get from one waypoint to the next. You might need 2-3 hours to get to the next waypoint, during which you will ONLY jump form one star system to another and scoop up fuel as you go along. If you find something interesting and want to scan it, you need more time; if you are in a hurry you need less time. To be honest: the jumping will get boring after a while, so make sure you have something to entertain you in the meantime. I suggest audio-books, of which there are plenty on youtube.
If you think you are going to miss out funny adventures in the bubble: if you really like the game, get a second account when the game is on sale... which will probably not happen during the Expedition, though.
General equipment and some thoughts:
- biggest fuelscoop possible
- smallest shield generator that will still fit (you WILL bump into things, so don't go without Shields)
- SRV-Bay Class 4 (two SRV's rather then 1, because: it is likely that you loose at least one at such a long trip, especially if you haven't driven in one that much before; regularly check your hull, if it is down to 50% or lower, instantly fix it with the Synthesis "SRV Repair".
- Surface Scanner
- one or better two AFMU (Auto Field Maintenance Unit) -> the bigger the first on is the more repair-unites it will have, the second one will only be needed to fix the first one, as the can not self-repair.
--> Note: the Power plant can not be repaired by an AFMU, and the Cockpit window - if cracks show up, can only be repaired by the AFMU as long as the window is not fully broken.
--> One final advice on AFMU's: NEVER REPAIR SYSTEMS WHILE IN SUPERCRUISE! Any modules you repair will automatically be switched off, so if you accidentally try to repair the FSD or Thrusters in mid supercruise-flight, this will trigger an emergency stop, which in turn will cause damage to all of your systems... including the Powerplant.
- for Core Internals, usually all D-Rated will be best, due to the weight saving.
- do NOT D-rate the Powerplant, due to heat issues. Use the smallest A-Rated that will provide enough power; you can permantly switch of the AFMU's and the SRV-hangar to save power, and only switch them back on if you need them; when stitting on the Ground, the Fuel Scoop will not be used, so in that case the Fuel Scoop will not use any power. Do some experimenting before you finalize your Power Plant choice.
- a D-Rated engine one class lower then the highest class possibly will do; if you want to be able to boost do not use to small of a Power Distributor (you can go as small as possible if you do not care for boost; I usually pick 1-2 classes lower; 3 classes lower if you can engineer it.
- bring one ore two heat sink launchers, just in case; when you bring two: witch one off until the first one runs out of ammo. (You can refill the heat sinks, yes, but this takes materials you can only find in inhabitat space.)
Setup for mining:
(This is just in case that the temporary base (near the location where the new base is to be build) has no mining and mining-related equipment in store)
- store all optional internals, but keep the Surface Scanner and the Shield Generator in you ship.
- now buy one or two mining-lasers (class two weigh as much as class one, but use more power), a refinery (a small one is enough), a collector (at least Class 3; buy the one with longest limpet life-time), and a lot of cargo space;
- buy a small Fuel Scoop (I suggest Class 3A; this is just in case we need to mine some Jumps away from the temporary base); a prospector is "nice-to-have" for normal mining, but not needed (Class 1 will do)
- If you want to go full deep core mining, you also need a pulse wave scanner, a prospector is now a MUST (again Class 1 will do), Seismic Charge Launcher and an Abrassion Blaster. Also enough Cargo racks.
Make sure your Power Plant is big enough to power all of the modules; switch the Fuel Scoop off for testing, as you will not need it while mining.
You should end up with a good mining ship with a small fuel scoop (which you might or might not need, we willl see)
NOW: store all the modules and re-install the modules that you bought for eploration before. This way you now have all the stuff needed for mining in store and just need to transfer it (provided we will have a temporary base with outfitting at the site where the new base is intended to be constructed. transfering all of the modules will be expensive, but not to much I think; it will take time, however, probably around 2-3 days)
Other equipment and engineering:
If you have enough time, try to unlock the Guardian FSD Booster (you might need 10 - 15 hours for this task, but the biggest one, the Class 5, will boost your jump range by 10.5 Ly's) - Plenty of guides on youtube if you want to know what to do to get it.
--- Note: the Guardian ruins you need to visit to get all the stuff for this are about 1,000 Ly's away from the bubble, so this could be a good test-run for your Exploration ship.
If possible engineer your FSD to Grade 5, or at least as high as possible. The first available Engineer is Felicity Farseer, and you need to have done some minor exploration and bring her one tone of Meta Alloys to unlock her (can be bought in the Maia-System).
She can fully engineer your FSD, and have small updates for the Power Plant (Overcharged with Thermal Spread-Special effect) and the Thrusters (Clean Drive Tuning). You will probably not have enough materials to do all of that, though. So don't bother unless you have at least 20-30 hours of free time at you hand AFTER you have set up your ship and before the expedition starts; farming all the stuff needed takes time, even IF you know exactely what to look for. But again: every little bit helps. For instance: the first FSD "Increased range"- update (thats Grade 1 of 5 updates available) will give you a flat 15% boost on the range and "only" need one "Atypical Disrupted Wake Echoes"-Scan; these can be aquired by scanning "High Energy FSD Wakes" with any FSD-Wake scanner; those Wakes can often be found outside of stations.
As for Grade 1 updates of your Thruster and Power Plant: both need Sulphur, and there is a light weight update for your main scanner that only needs Phosphorus; both of these raw materials are easily found on almost any landable world (check the map before landing); try to get some, you will need it later, anyways, and you can practice with your SRV.
General hint for avoiding crashing into stars: when jumping, point your ship to the next destination, throttle back to zero, THEN engange the jump. When the count down is done and the ship request you to throttle up -> throttle up to trigger the jump, then instantly throttle back down. If you can make that a habit, you are faaar less likely to crash into stars post-jump.
Also: scoop fuel at EVERY star; if you have passed more then 3 stars that are un-scoopable, check you route-planing in the galaxy map. If the next stop is not scoopable, find a scoopable star manually and go there to fuel up.
Note: if you have only fuel for one jump left and your game crashes in mid jump, you ~might~ and up at the last star you jumped FROM (not TO), but the fuel the jump needs will already be substracted (as this happens right at the beginning of the jump-animation). If this star is not scoopable... you are stuck and need to call a Fuel Rat.
Hmm, I think thats it.
o7