Any ideas on a thargoid-resistant exploration vessel?

^^That. Plus fighter bays will be very useful to explorers I think

Not having messed with the new Beta myself, if you deploy fighters in an unarmed explorer.... if you take off do you not lose any fighters deployed?
Or are the fighters used for another purpose? (Like scouting a planet surface or some such?)
 
I know what I have seen in beta, guys feel free to correct me:
1. Fighters deployed can be recalled at any time, you can also switch roles from your hired commander to you and so on
2. You only lose a fighter if it is destroyed, the commander (in beta) is not lost, you can hold 6 ships in a class 5 bay (smallest size)
3. I havent tried planetary exploration in one but what I do know is we have a set range alllowed from mothership, unsure of range.
 
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Not having messed with the new Beta myself, if you deploy fighters in an unarmed explorer.... if you take off do you not lose any fighters deployed?
Or are the fighters used for another purpose? (Like scouting a planet surface or some such?)

If you warp into supercruise you lose your deployed fighter, but it doesn't take long to dock your fighter.

As for taking a fighter down to the surface of a planet, that sounds fun. I don't know if it's possible, but I'll certainly be giving that a try.

extra content after being ninja'd - - - - - -

Once I get back into the beta I will try getting my fighter a little closer to the surface of a moon. If I can't get the fighter far enough away from the carrier, then I'll take the carrier down to the moon as well and see what happens :D
 
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I know what I have seen in beta, guys feel free to correct me:
1. Fighters deployed can be recalled at any time, you can also switch roles from your hired commander to you and so on
2. You only lose a fighter if it is destroyed, the commander (in beta) is not lost, you can hold 6 ships in a class 5 bay (smallest size)
3. I havent tried planetary exploration in one but what I do know is we have a set range alllowed from mothership, unsure of range.

25 km, iirc. (Might have changed in a later Beta.) It's fun, and for 'hold position' and 'follow' of the mothership, you don't need NPC crew. Whether I'd trust either NPC or autopilot to fly my ship over a planet surface 10,000 light-years from home is another matter. :)
 
Nazdakka said:
The trouble wth guns is that when you have them, you're more likely to find yourself using them when it's almost always going to be safer to bug out.

Think about it: In what situation would arming an exploration ship make sense against a Thargoid? If they're strong enough to masslock you, they're far too big for your lightweight exploration ship to fight anyway. Defensive mods that help you to stay alive seem far more worthwhile.
I used masslock in parenthesis, but I said jam - it is not a certainty that anything which can jam us is going to be too powerful to destroy. For example the alien probes can knock a ship's systems off-line.

However, for practical purposes I expect that details of the first alien encounter(s) will spread very quickly; if they do pose a threat, explorers will be able to hot-foot it to civilisation to refit for whatever the danger turns out to be. Because I don't like the idea of being caught unawares, even though it's very unlikely that I'll be the first person to encounter possibly-hostile aliens I'll prepare for the eventuality... ^^

There's a pretty narrow overlap in that Venn diagram though - you're worried about hostile alien encounters that are specifically a) unresolvable by diplomacy, b) can't be run away from, and yet c) involve a fight that is winnable by a lightweight exploration ship.

For the sake of the conversation though, let's say you encounter these aliens. In general the best tool for traders to deter pirates are mine launchers, so I guess they would make sense for exploring too. They also are an explicitly defensive weapon and at least to me don't feel as provocative as guns. I could also see an argument for carrying a single small laser, just so you don't lose the capability entirely, and maybe a point defence in case of some kind of nasty alien limpet drone thing.
 
Well, when planning for alien encounters, there are currently two possible scenarios:
1. You'll be the first one to meet them, in which case you'll get some fame regardless of what happens
2. You won't be the first one to meet them, and by then we'll have a better idea about what to prepare for

Besides, the moment somebody first encounters aliens, players will be swarming to the area. Right now, The most important thing to prepare for an alien encounter is to set up video recording, or at least being ready to mash the screenshot key.
 
Any ideas on a configuration for for an exploration ship (Asp or Anaconda) that might help defend against possible aliens but also maintain a decent (> 35 LY) jump range? I realise the Engineers may be required, but I know nothing of that system. For an Anaconda, how many weapon slots can you use before jump range is massively affected? What about shields? Right now I use 2D shields - probably not enough to stand against alien warships.

I've got 2 top tier ships - an Anaconda for Exploration; plus Cutter for combat (which can be retro-fitted for trade).

Over time, I got the Cutter fully spec'd and engineered all the modules to 5*. Once that was done, I moved on to the exploration Anaconda, which I called Darwinia - thinking it went well to combine the reference of Darwinian theory and contain 'Win' in the middle [haha]

I wanted the exploration ship to be versatile enough to handle most situations but not sacrifice too much jump range. The full spec is:

Core Internal:
Lightweight alloys, 5D power plant(24.05mw), 7D thrusters(214m/s), 5D life support, 6D power distributer, 8D sensors, 5D module reinforcement.

Optional Internal:
7B fuel scoop, 3x 6E cargo rack (192T), 5D shield, 5B AFM, 5D Fighter (6), 4B AFM, 4G Planetary (2 SRV), detailed & advanced scanners.

Utilities:
kill warrant scanner, wake scanner, 2 heat sinks, 2 shield cells(+58% & +57%) and 2 chaff launchers... but was considering whether to swap one for an ECM (as the tech was learnt from the Thargoids) but haven't decided or done that yet. Anyone had thoughts about that?

Weapons:
6 medium & 2 small lightweight Mulitcannons with incendiary rounds (thinking Thargoids are Ammonia based, so might be weaker against heat)

Summary:
The Eng results are great with a jump range of 51.31ly, integrity at 1236, then the shields (5D) produce 764.5MJ (w/ boosters). Boost speed is terrible at 285mps but that cant be helped with an exploration Anaconda. Overall I'm really pleased with the hard work as it's significantly better than using standard, like on trips last year. It's possible though that we might all need to do new engineering if all out war happens, but it's still well worth getting the foundations laid while you still can ;). Fly safe

Darwinia.jpg
 
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With whispers of mysterious events in the Formidine Rift, the Pleiades, and elsewhere, I'm beginning to get a little nervous out here in the void, as an explorer. As neat as it might be to be that first explorer who is interdicted by the Thargoids or worse, I'd honestly prefer to keep my exploration data safe. I have little combat experience, but I do plan on getting some ship launched fighters and perhaps minimal armament for my annie the next time I'm in the bubble (which will, hopefully, be before the aliens invade). Since I'm totally out of the loop on fighting, I have no idea what setup could preserve a decent jump range but also be a viable foe against the Thargoids (I've spent virtually all of my time in Elite: Dangerous exploring in unarmed vessels, except for grinding for an Asp then an Anaconda back before DWE). Of course, without actually encountering the Thargoids, it is impossible to know what a viable defence against them entails.

Any ideas on a configuration for for an exploration ship (Asp or Anaconda) that might help defend against possible aliens but also maintain a decent (> 35 LY) jump range? I realise the Engineers may be required, but I know nothing of that system. For an Anaconda, how many weapon slots can you use before jump range is massively affected? What about shields? Right now I use 2D shields - probably not enough to stand against alien warships.

To be honest I'm more concerned about potatos left to sprout in a dark cupboard, their alien like tentacles spreading around trying to find the light and waiting to attack you, I feel this is a more pressing threat than thargoids yet no one talks about it
 
Use this on your ship:

EFI16_img.jpg


You can mix it in with the paint job and no Thargoid will ever bother you.

I applied it to all my ships, and I have never been bothered by any Thargoids, so it's 100% effective.
 
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I don't think it's necessary in my case.

I spent the last few week doing everything I can think of to get hyperdicted, and dropping into every USS in the appropriate areas in the vain hope of seeing a UFO, and have come to the conclusion that I am invisible to them.
 
After my first hyperdiction, I spent weeks trying to make it happen again, by visiting the sites, getting scanned hundreds of times, carried hundreds of UA (in total) and travelling to hundreds of systems near Maia but it never happened.

However, even though it's difficult to trigger the hyperdictions - that was phase 1 of what Frontier have planned. As I mentioned on the previous page (with my full ship set up), it's worth being proactive than reactive for the next phase ;)
 
Yeah, it's not a bad idea to be prepared for when they turn their lasers(?) on us players, although I'd expect no news on the Thargoid front before the PS4 release. Even so, it's good to have some ships or modules ready in storage now.

As for my opinion, the best defense is not to get shot in the first place. By that, I mean both avoiding the places they show up (right now, a very small area) and being able to outrun their ships. Based on what we've seen from the hyperdictions, if your ship is capable of reaching roughly 500 m/s, you should be able to outrun them. (Unless it turns out that they can boost too!) Otherwise, no idea what to expect. Small (as in actual size, not landing pad capabilities) ships should be able to evade their shots and run, and I expect that well-shielded large ships will be able to stand their ground, but Asps and Anacondas with light shields will most likely be shredded. Well, it's not like human NPCs wouldn't shred them in seconds anyway.

Personally, my favourite Gutamaya ships can all handle the above requirements pretty well: the Courier can zoom away in an instant, the Clipper could also speed away (although probably not without taking some damage), and the Cutter has the best shields in the game.

But as things stand right now, everything except the speed is theorycrafting. We've no idea about the alien ships' offensive and defensive capabilities. (And I wonder if their invulnerability is scripted or if our weapons are just that bad, heh.)
 
PS4 release dates announced for 27th June but no word on Thargoids or 2.4 yet. Perhaps 2.4 will be for the Thargoids after PS4 release, so those players can enjoy it at the start too.

Good strategy for your fast ship Marx. Trouble for me - with a cutter and anaconda - neither can travel that fast. The exploration ship intentionally has only grade 5D rated thrusters so the speeds limited to under 300, then the cutters got max A rated thrusters which travel at 451mps. If speed is the secret weapon of escape, most explorers will be screwed :(... or sacrifice a lot of jump range to have massive engines... and/or have to use small ships from now on - I don't like the sound of any of those :(

I feel that after +1000 or so hours (I'm at exactly 2807 & 44mins - more than I thought!), I feel like I've kind of earned the right to fly a big ship with lots of modules. It'd be a shame to go back ships like early 2015 for me.

I'm hoping Engineers might have the key with some new Engineers or maybe extra modules with Prof Palin and Ram Tah

Hopefully not long to wait :)
 
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To be fair, since paper ships have (understandably) become the trend for most explorers, those who fly such ships and meet hostile aliens will be screwed. However, I expect we'll have plenty of warning, and could just steer clear of dangerous areas.

Moreover, if your Cutter is capable of 450 m/s then I'd say that's already pretty good. Bear in mind that it has the best shields and also an impressive amount of hull armour: I'd be surprised if you couldn't get away with these. You don't need to outrun pursuers per se, you just need to survive long enough to jump away. The Cutter should do better at that than the Anaconda.
 
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