Ships Around the 10 million mark....

I posted in a previous thread that I was looking to move from trading in a type 6 (which I find boring) to a multirole ship that can fight, has modest cargo capacity and reasonable range. I'm around the 10 million mark at the moment (but could grind on to 12+ if absolutely necessary.....). Plus i'm not keen on the Cobra!
My ideas so far
1) A 9 million cost Asp - 92 cargo space, 18.9 unladen jump range, D & C components leaving 1 million to trade + insurance. Aim would be to lose all but 64 Cargo space - upgrade combat/exploration modules.
http://www.edshipyard.com/#/L=70g,0...7u57u5,2-8I8I8I6u6u8c8I,0AA7T205U05U05U03w2Uc
2) A 6.3 million Imperial Courier - 18 cargo space, 16.6 unladen jump range, mainly A components but unsure what to do with the internals (I probably only need 10 Cargo space for Powerplay etc?)
http://www.edshipyard.com/#/L=707,7u57u55CD3we0Ga0Wg0_g,2-6Q4s4s2C4s3m5A,7Pc05U03w12G03w02M
3) An 11 million Diamondback Explorer - 16 cargo, 29.7 jump range --> 1 million more credits needed, if I want insurance + some trading money. Trying to bridge exploration & combat with a small amount of cargo capacity but lacks A grade shields, Advanced Discovery Scanner + lacks room for detailed surface scanner if I want AFM unit......seems like a poor mans Asp? but maybe there's a better way to equip?
http://www.edshipyard.com/#/L=70i,5Dd7u57u53we0Ga0_g0Wg,2-6Q6k7_5K6k5K8I,7RU0724zM0Ko2US
4) A 8.7 million Vulture - no idea how to set this up.....TBH, but seems you can get 16 cargo + combat ready-ish at this price point. Power management looks impossible.....
http://www.edshipyard.com/#/L=70N,5Dd5Dd0mI0mI3we0__,2-6Q8I6k5K8I6u5A,7T20727dg9p202M

Personally I'm veering towards the 9 million Asp and upgrading as I go, but it looks the least combat ready of them all...Any help would be greatly appreciated!
Thanks
NC
 
I am at work right now, so I don't really have the time to check your builds in detail. But based on what you seem to want, I'd say stick with the Asp. Its a solid multi-role ship. The Vulture is an attrocious trader in general, the ICO lacks jump range to trade properly and has limited internal space and the DBE does what the Asp does, but slightly/significatly worse (Combat/trading) and with a better jump range.
 
In my opinion, 10M is not nearly enough to decently outfit ASP or vulture. Even my courier is at 12M mark. If I were you I would wait some more, try to earn another 3-4M at least.

And don't forget about insurance!!!! One insurance in bank is not enough. You should at least have for 2 or 3, minimum.

My experiance was: I had a viper and earned around 17M before buying vulture. I also, like you wanted to have better, bigger, stronger ship as soon as possible, but i took my time and saved enough credits to buy a ship, outfit it well from the start and have enough credits in bank to pay insurance 3-4 times.
 
I take the point insurance - the 9 million Asp was meant to be a work in progress with the cargo capacity to grind a few million more & upgrade component by component (it's Ds and Cs as it stands). I also misclicked and meant for 4 Burst lasers rather than 2 pulse/2 burst.
i would only need 1 million more to cover x3 insurances and have credits for trading.

I would then:
1) Upgrade FSD to A = 13.7 million, 28.5 LY unladen range.
2) Upgrade Power, Distributor and Thrusters to A = 23 million
3) Upgrade Shields, SBooster to A = 28 million
4) Lose cargo space down to 64 & add in better combat modules, discovery scanner & Fuel scope = a lot!!!

I think it's a useable trader at 9 million with modest combat ability (not for pvp) & 13.7 million a good long range trader, & combat ready at 28 million. Multi-role ready above that......

BUT what do I know.....I am biased by my hatred of the Lakon 6 :)
 
I have to say, unless you're planning on doing PvP, just go with the Asp.

I was in a similar position before the release, I had an Asp just like it and it was absolutely fine. It's also very satisfying flying something then upgrading it as you go. I even dropped the Cargo slots down by a class just to save a bit of cash & built up to them, it's still more cargo than anything apart from the traders!
 
As the owner of an Asp, I say go with the Asp. It's a solid ship and can carry slightly more cargo than a T6 with some serious agility and firepower. I downgraded my shields for Cargo Racks and I couldn't be happier. I'd post my load-out but I'm not at a decent station.
 
One option I hadn't considered....keep the boring Lakon 6 and get a small mobile combat craft:
e.g.
http://www.edshipyard.com/#/L=70h,4ws4ws7u57u53we0_g0mI,306Q6Q6Q3m4s3m6k,7Pc05U7fE03w

This setup on the new Diamondback Scout costs only 6.9 million - I guess my question would be:
--> Once I fully upgrade the Asp to multi-role with a combat focus will it handle a smaller ship like that? or am I best to keep my awful Lakon 6 and get a secondary "little" ship.

My preference would be to have one ship BUT not if it makes things too difficult!!
 
One option I hadn't considered....keep the boring Lakon 6 and get a small mobile combat craft:
e.g.
http://www.edshipyard.com/#/L=70h,4ws4ws7u57u53we0_g0mI,306Q6Q6Q3m4s3m6k,7Pc05U7fE03w

This setup on the new Diamondback Scout costs only 6.9 million - I guess my question would be:
--> Once I fully upgrade the Asp to multi-role with a combat focus will it handle a smaller ship like that? or am I best to keep my awful Lakon 6 and get a secondary "little" ship.

My preference would be to have one ship BUT not if it makes things too difficult!!

I'll throw in my 2 Cr for the Asp. If you drop your shields to a 3A, and put a cargo rack in that class 5 bay, you're carrying more cargo than your T6, while still keeping 15ly laden range and full combat ability. The 3A shield is a bit weaker than the 5C, but is the same price, and 15t lighter. I'd go gimbals on your lasers, since the Asp isn't the best turner and you'll have issues keeping more maneuverable ships in your sights. Get an Alioth permit if you don't already have one, and buy it from Irkutsk at a 20% discount (~1.3m Cr less) and you'll free up even more Cr for rebuy/cargo, or a higher class module.

I also swapped the ECM for a chaff, lowered the grade of your KWS (.5km isn't worth the 13k Cr premium, imo) and swapped your C-grade booster for a pair of D-grades. You get a higher modifier for less money that way.

http://www.edshipyard.com/#/L=70g,0...7u57u5,2-8I8I8I6u6u8c8I,0AA08c7Pc05U05U03w2Uc
 
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Flew Asp for a long while, started out in it for exploration, then moved to trade + defence ability. Mainly i'd say be sure to get A5 FSD for Asp (in general, always get the best A class fsd module for whichever ship you choose). I also flew with 2xpulse laser + 4xmulticannons, all weaponry gimballed....enemies died REAL fast and energy/heat not really a problem ;)

Would put asp in the ~13 mill range, but if you switch over and make some creds, you can easily upgrade along the way :)

The Asp at just 64T cargo space is absolutely nice for rare trading with the A5 FSD.

In todays Elite environment, there's really no reason at all to fly 'Pure' trade ships, as the multi role ships outperform them in all areas for just a few creds more.
 
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I'll throw in my 2 Cr for the Asp. If you drop your shields to a 3A, and put a cargo rack in that class 5 bay, you're carrying more cargo than your T6, while still keeping 15ly laden range and full combat ability. The 3A shield is a bit weaker than the 5C, but is the same price, and 15t lighter. I'd go gimbals on your lasers, since the Asp isn't the best turner and you'll have issues keeping more maneuverable ships in your sights. Get an Alioth permit if you don't already have one, and buy it from Irkutsk at a 20% discount (~1.3m Cr less) and you'll free up even more Cr for rebuy/cargo, or a higher class module.

I also swapped the ECM for a chaff, lowered the grade of your KWS (.5km isn't worth the 13k Cr premium, imo) and swapped your C-grade booster for a pair of D-grades. You get a higher modifier for less money that way.

http://www.edshipyard.com/#/L=70g,0...7u57u5,2-8I8I8I6u6u8c8I,0AA08c7Pc05U05U03w2Uc

Thank you --- Gimballed it is! Burst vs Pulse on Asp? or 4 MCannons and 2 Pulse/Beam/Burst......The laser weapons confuse me a little :)
 
In my opinion, 10M is not nearly enough to decently outfit ASP or vulture. Even my courier is at 12M mark. If I were you I would wait some more, try to earn another 3-4M at least.

And don't forget about insurance!!!! One insurance in bank is not enough. You should at least have for 2 or 3, minimum.

My experiance was: I had a viper and earned around 17M before buying vulture. I also, like you wanted to have better, bigger, stronger ship as soon as possible, but i took my time and saved enough credits to buy a ship, outfit it well from the start and have enough credits in bank to pay insurance 3-4 times.

INSURANCE, INSURANCE, INSURANCE!!! Sorry for caps and bolds but, especially without combat experience, a cheap setup without at least 3-4 (make 10 to be sure) rebuys, is a safe way to freewinder.

EDIT: also imo courier is a combat ship, don't fit cargo racks.
 
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you can run pulse or burst as you like, you can fire until tomorrow if just 2 lasers + 4 multi's...though most normal ships won't last thru 1st fly by ;)
 
I posted in a previous thread that I was looking to move from trading in a type 6 (which I find boring) to a multirole ship that can fight, has modest cargo capacity and reasonable range. I'm around the 10 million mark at the moment (but could grind on to 12+ if absolutely necessary.....). Plus i'm not keen on the Cobra!
My ideas so far
1) A 9 million cost Asp - 92 cargo space, 18.9 unladen jump range, D & C components leaving 1 million to trade + insurance. Aim would be to lose all but 64 Cargo space - upgrade combat/exploration modules.
http://www.edshipyard.com/#/L=70g,0...7u57u5,2-8I8I8I6u6u8c8I,0AA7T205U05U05U03w2Uc
2) A 6.3 million Imperial Courier - 18 cargo space, 16.6 unladen jump range, mainly A components but unsure what to do with the internals (I probably only need 10 Cargo space for Powerplay etc?)
http://www.edshipyard.com/#/L=707,7u57u55CD3we0Ga0Wg0_g,2-6Q4s4s2C4s3m5A,7Pc05U03w12G03w02M
3) An 11 million Diamondback Explorer - 16 cargo, 29.7 jump range --> 1 million more credits needed, if I want insurance + some trading money. Trying to bridge exploration & combat with a small amount of cargo capacity but lacks A grade shields, Advanced Discovery Scanner + lacks room for detailed surface scanner if I want AFM unit......seems like a poor mans Asp? but maybe there's a better way to equip?
http://www.edshipyard.com/#/L=70i,5Dd7u57u53we0Ga0_g0Wg,2-6Q6k7_5K6k5K8I,7RU0724zM0Ko2US
4) A 8.7 million Vulture - no idea how to set this up.....TBH, but seems you can get 16 cargo + combat ready-ish at this price point. Power management looks impossible.....
http://www.edshipyard.com/#/L=70N,5Dd5Dd0mI0mI3we0__,2-6Q8I6k5K8I6u5A,7T20727dg9p202M

Personally I'm veering towards the 9 million Asp and upgrading as I go, but it looks the least combat ready of them all...Any help would be greatly appreciated!
Thanks
NC

Although I didn't delve into your builds, I thought I might comment on your options you presented since I have some experience wtih three of the four ships. The ASP may be a bit outside of your monetary liquidity at this stage, and for what you want to do, you can spend a lot less on ships for the same purpose. The Vulture is not much for a trading ship, just doesn't have the space, but if you want to bounty hunt, there is no better ship for your money. I have amassed about 60 mil in credts with a fully loaded Vulture and DS for another 30-35 mils in credits, and I can say that the Vulture will double your money in days through Bounty Hunting. The DE is a great ship for jumping and moderate for cargo, but it is a brick in combat, has the worst manuervering in the lot. I tried it for Bounty Hunting and it simply stands still, although does pack a good punch, not worth the doe.

I think you should consider a DS with your budget, and you can modify the modules based on what you want to do, but even if you decided to hold fast on a specific build in that ship, you will be able to trade, fight and really look like a champ when bounty hunting, it is simply a sick little ship. It may not have the best of hardpoints compared to the DE or the Vulture, or the number of Hardpoints compared to an ASP, but you can out run, out manuever and pretty much out fight any ship out there with a DS. I have gone toe to toe with Pythons who never got a shot off on me with a DS.

Although I love my Vulture, that DS is a blast to play with and has great potential. You can kit out a DS with a 3rd of your money and start building back up your liquidity from that point. Definitely worth the shot, and for me, it was a shot in the dark to purchase a DS, I first went for the DE, but they are truly worlds apart.
 
Thank you --- Gimballed it is! Burst vs Pulse on Asp? or 4 MCannons and 2 Pulse/Beam/Burst......The laser weapons confuse me a little :)

Four small multicannons and two medium lasers would work just fine as well. The biggest upside to lasers is that they don't run out of ammo. The power distributor on the Asp is a little small though, so running four lasers at a go will drain the capacitor pretty quickly. This one is a tossup, and the best way to find an answer is to play around a little bit with it. As to burst vs. pulse vs. beam, again it's a tossup. I typically use beams, but I've been running bursts lately and not having a hard time of it.

Good luck, Commander.
 
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