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