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Thread: Is Ship and Module Transfer a waste of the Player's time?

  1. #466
    Originally Posted by Max Factor View Post (Source)
    I was going by your link. Looks like that's wrong then so difficult for me to comment on your build properly.
    Yeah, I didn't put the shield engineering on.

    This is more accurate:
    https://s.orbis.zone/fvv

    I still stand by the biweave recharge though. Made a great difference over A grade in my CZ FDL.

  2. #467
    Originally Posted by House0fDerp View Post (Source)
    Yeah, I didn't put the shield engineering on.

    This is more accurate:
    https://s.orbis.zone/fvv

    I still stand by the biweave recharge though. Made a great difference over A grade in my CZ FDL.
    You can still get over a 30ly range if you engineer the FSD and add a guardian FSD booster but remove some of the cargo space. Remember you are only meant to be using it as a stop gap until the specialist ship arrives.

  3. #468
    Originally Posted by Max Factor View Post (Source)
    You can still get over a 30ly range if you engineer the FSD and add a guardian FSD booster but remove some of the cargo space. Remember you are only meant to be using it as a stop gap until the specialist ship arrives.
    Well, no, for me in this case it's meant to be one of 3 primary options for RES combat. It's not multipurpose as fit, but pure kill and scoop mats. And the low cargo count limits it's session longevity as is. I don't actually have multipurpose fits. Every ship has a role and is dedicated to that role.

    So it's either the vette, which can jump, carry more limpets than I will likely use in a session and fight, or ship one of the other options over for variety. At no point does it make sense to do as was suggested and fly low jump range ships out then taxi back to get the next one. Especially when you've learned to loathe the mission system as content to do in the mean time. Nor in my priority does it make sense to use the mats for another FSD when I've got multiple other things to throw mats at.

  4. #469
    Originally Posted by House0fDerp View Post (Source)
    Well, no, for me in this case it's meant to be one of 3 primary options for RES combat. It's not multipurpose as fit, but pure kill and scoop mats. And the low cargo count limits it's session longevity as is. I don't actually have multipurpose fits. Every ship has a role and is dedicated to that role.

    So it's either the vette, which can jump, carry more limpets than I will likely use in a session and fight, or ship one of the other options over for variety. At no point does it make sense to do as was suggested and fly low jump range ships out then taxi back to get the next one. Especially when you've learned to loathe the mission system as content to do in the mean time. Nor in my priority does it make sense to use the mats for another FSD when I've got multiple other things to throw mats at.
    Then look at creating a multipurpose ship that suites your needs. Can jump, but can also be used as a stop gap while your main ship/s arrive. Surely that is the logical thing to do? At the end of the day the choice is yours.

    It seems to me you are deliberately hamstringing yourself to prove a point.

    You could even have the FSD booster and store it at the station and put in cargo racks when you are there and then swap back.

  5. #470
    Originally Posted by Max Factor View Post (Source)
    Then look at creating a multipurpose ship that suites your needs. Can jump, but can also be used as a stop gap while your main ship/s arrive. Surely that is the logical thing to do? At the end of the day the choice is yours.

    It seems to me you are deliberately hamstringing yourself to prove a point.

    You could even have the FSD booster and store it at the station and put in cargo racks when you are there and then swap back.
    This.

    In my heavy combat ships I earmark two hull reinforcements which can be swapped for a fuel scoop and a Guardian FSD booster when I want to relocate. That way I arrive in the destination system already functional, and can summon the hull reinforcements on docking. Swapping those in when they arrive leaves the scoop and booster handy for next use.

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