COMPLETED CG Support the Alliance's Expansion into the Coalsack Nebula (Trade)

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List of ships that fit a class 5 FSD:

  • Alliance Challenger
  • Alliance Chieftain
  • Alliance Crusader
  • Asp Explorer
  • Diamondback Explorer
  • Federal Assault Ship
  • Federal Dropship
  • Federal Gunship
  • Imperial Clipper
  • Krait Mk II
  • Krait Phantom
  • Orca
  • Python
  • Type-7 Transporter

I wonder if the combined effect (+15% optimal mass from Faster Boot, +55% optimal mass from Increased Jump Range) will allow an explorer ship to reclaim the highest possible jump range that the multipurpose anaconda currently holds.
 
I wonder if the combined effect (+15% optimal mass from Faster Boot, +55% optimal mass from Increased Jump Range) will allow an explorer ship to reclaim the highest possible jump range that the multipurpose anaconda currently holds.
Might but Phantom would still jump more than the Asp ex as it also has Size 5 FSD...
 
List of ships that fit a class 5 FSD:

  • Alliance Challenger
  • Alliance Chieftain
  • Alliance Crusader
  • Asp Explorer
  • Diamondback Explorer
  • Federal Assault Ship
  • Federal Dropship
  • Federal Gunship
  • Imperial Clipper
  • Krait Mk II
  • Krait Phantom
  • Orca
  • Python
  • Type-7 Transporter

I wonder if the combined effect (+15% optimal mass from Faster Boot, +55% optimal mass from Increased Jump Range) will allow an explorer ship to reclaim the highest possible jump range that the multipurpose anaconda currently holds.

With the combo you can get +74% (its a +4%) range. My Phantom would go from 71 ly to 74 ly jump range. But its not in Anaconda range.
 
I wonder if the combined effect (+15% optimal mass from Faster Boot, +55% optimal mass from Increased Jump Range) will allow an explorer ship to reclaim the highest possible jump range that the multipurpose anaconda currently holds.
Yes, the DBX. If you compare cardboard builds of the two, with the Anaconda having a fully engineered 5A FSD with the Mass Manager experimental and the DBX having a fully engineered 5A FSD with the double blueprints and the same experimental, then the Diamondback will jump slightly farther.

The only difference is that the DBX has an oversized fuel tank by default, 32T which gives it a bit over 500 ly total distance on a full tank, while the Anaconda has 32T to go with its class 6 FSD, around 300 ly total distance. If you downsize the DBX to a 16T tank, you'd be around 280 ly total distance, and a higher full tank jump range than the Anaconda then.
 
I thought the Federation was meant to be Space America, but I guess the desire for Space Oil and the need to wipe out the natives is just universal. Third time's the charm, right? This absolutely won't go like the Pleiades and Witchhead, where they go in, rile up the goids, ask us to clean up, and then profit off the MAs until all the barnacles are smashed and we need another nebula?

Oh well. Shiny module, shady corporation, lets goooooooo.
 
If trying to expand a playerbase, having cool rewards only realistically accessible to AXI (high bar) and f/c owners is a pretty solid way of making a large swathe of players feel excluded. Again.

EDIT: Even with a Cutter (note newer wont have them) you'll have to give over top tier slots to fuel scoop and boosters or your time will just be hopeless for a top25 spot, so you also lose 2 x top tier cargo slots. FC owners dont have to do any of that. Assuming FC owners turn up for the ride, its basically made for them.

There are ways around this for mid-game CMDRs that don’t involve a cutter or FC - a newer player could kit out a T-9 (or whatever) in the bubble, jump out to Coalsack in a cheap, high jump range DBX and transfer the T-9 out to a FC in Coalsack. Or, you could store cargo racks the same size as your fuel scoop and FSD booster in the bubble, jump out to Coalsack in your T-9, and just transfer the racks out to a FC in Coalsack with outfitting and swap out there (at least I think you can transfer modules to FCs, might be wrong). Or find a FC here in the forums to hitch a ride out. Given the sheer numbers of FCs in the game I’d be surprised if you can’t find ones in the area to source from and be competitive for the top 25% even without your own FC.
 
people forget, that a FC needs loading and unloading, adding an additional undocking and docking per single t9 run. it adds a time-penalty of roughly 6 minutes per t9 run.
while not taking a FC comes per 20 minutes per round trip (11 jumps out, 9 in) (and 50 t less cargo).

so roughly 15-20 minutes "more" work for a non FC owner per run. Challenging, but save to say not impossible with enough time at hand.
 
In this CG, the aim is to be top 25% for the module and make money.
I have a plan - which I will test and then decide whether to share or not based on whether it works or not... ;)
 
Bromelite is a mined commoditty and cannot be bought

Why was this info in the OP please? Just a hangover or a missing commodity from the CG details?

I sit out the ones I don't like.
Does not compute. What do you complain about if you just do the things you want to do? ;)

from Inara:
Improved outfitting options added to Bering Port. The addition of a human technology broker to Bentancourt Base. The upgrade of Cole Point into a carrier administration system.

Where they getting that from? Would be nice to have an accurate list of what those 'extra' or upgraded facilities are if there is one somewhere.
 
Sorry guys, I have more than 8000 Hours and 4 years in game, and never heard about a "long range fast boost" FSD. Or did they mess up with terminology and mean faster boot sequence?
 
It seems that the Alliance loves Nebulae... I mean this is the second nebula that the Alliance has a significant and strategic presence and foothold in, with no other superpower contesting (as far as I know)
 
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