Newcomer / Intro Advice on upgrades

I was wondering what equipment people first upgrade their starter ship with (assuming they are playing as a trader)? Or do you save up for a bigger ship? How much money do you keep back for trading?
 
I don't know how it worked for others, but I got rid of the discover scanner in favour of more cargo. Kept the shields, upgraded them when I could until I could afford the hauler or an Adder. Interdictions happen all the time, so I tended to go multipurpose: Sidey-Adder-Cobra, and upgraded them to A fits as I went along... usually goes power plant-shields-power dist-FSD- guns.

I keep enough back to pay to rebuy my ship (twice) if lost to interdiction, and until I got a 10 milion reserve, I took a ton of hauling missions, as that cost me nothing to haul in terms of my ingame cash layout.

It's worthwhile to get ar least 5-10 jumps out from the starter system, and then try to find a decent trading route bewteen 3-4 systems that makes it worthwhile to haul between them. I have tons of notes from the routes I've created. As ships get larger, landing options get fewer, but you should be okay for a while.

Buy cheap, sell dear, and close. 1000/ton is okay profit, IMO. Fly safe
 
Everyone I know of upgrades modules as soon as possible. The default E grade are terrible and a ship doesn't really shine until you put at least half (or more) it's cost into upgrades. Common advice on the forum is to only buy a new ship if you can afford it twice over. That should leave you plenty for some upgrades, insurance and money for cargo.

As for what to upgrade first, I recommend getting all the regular modules up to D as soon as possible to save weight (which increases jump range) and make sure your cargo racks are the right size.

Oh and while you only get 90% of a ships value back when you sell it, you get the full price back on modules you trade in. Feel free to experiment!

I assume you're in a Sidewinder right now?
 
The first upgrade on anyone's list should be distributor. Shields recharge quicker, boost refills quicker, weapons fire harder and longer. Its basically free power.

I always go for an A-rated distributor as my first upgrade (except when I got the Vulture last night and my home dock didn't have one). After that, I make decisions based on the impact the upgrade I want is going to have. For example, if the lasers I want to buy will take the ship too far over its power budget, I upgrade the power plant first.
 
First upgrade as soon as possible is to go from E to D power distributor. It's a pretty cheap way to get faster recharge of engines, shields and weapons and also give you a little more jump range because it's lighter.

I would keep the discovery scanner, because the 1000cr you can make off a rather normal system goes a long way when you are new and also pushes you to get outside your immediate area to collect that money. I would get a heat sink a little later. It helps reduce heat if you are overheating from getting too close to a sun or when you are in silent running mode.
 
D modules are the most lightweight internals. Using them will increase your jump range.

C modules are the best compromise between cost and performance/energy use.

B modules are the most difficult to destroy, but also the heaviest. Use them if you need a tank in battle.
B modules also have most ammunition (shield cell banks and auto repair modules for example)

A modules give you the best possible performance, but also drain most power. They are lighter than B modules but heavier than D, but also the most expensive.

So:

An A-rated FSD of the maximum size available to your ship, with all other internals of D quality, will give you the maximum jump range of your vessel.

An all B-rated setup will give you the best armored modules, so they are most unlikely to malfunction in battle, even if your shields go down and you take heavy fire.

And so on...
 
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