Boa What if?!


I'm designing a boa based on an idea of using size 9 slots to make new larger ship types. This is a mix between an anaconda and a beluga!

To help this out it would be nice if there were places with more luxury missions to take advantage of. This ship can potentially also install luxury passenger cabins like the beluga can. It's a super beluga!

Estimate of Class 8 FSD: *I changed this too(should be)
8A: Cost: 162,586,478.2; Optimal mass: 3600t; Max fuel per jump: 16t*(20.48); Thermal load: 45?; Power Draw: 1.27mw?; Weight: 160t; Integrity: 188


Just need to figure out how to calculate max jump range. If optimal mass is 3600t for basic 8A then Long range + mass manager is 5803.2t.


Particularly with one of these installed: (Boa Pirate 500t)
9A Hatch Breaker Limpet: Active Range: 8,080, Target Range: 7,980, Hack Time: 0s, Max Limpets: 24, Power Draw: 1.26mw, Integrity: 200, Weight: 320t, Cost: 62,985,600

Boa with 500t hull: (over 80ly jump(Actually 69.2/79.7ly) with passengers and over 100ly jump max!) 1000t max cargo.
Boa max range with 500t hull: Boa Max Range <- This number will adjust slightly based on the size of the Sensors and life support. Approximately 110ly. (110.3 with size 4 sensor!) Edit: Actual mass jump range is only 104.378182919624 ly at 739.04t. Or 103.672180254779 ly at 744.64t with 7 sensors.


Boa max mass <- Heaviest I can get it with the initial optional layout. Trying to determine if it should have 7 or 8 engines/power supply and if it should get 64 or 128 fuel. Not sure which way to balance it. 8 on both engine and PP with 64 fuel might be a good option. Unless there is a use for the higher fuel. Most things I've played with don't have room for it. But I'm sure it could be outfitted differently.

Cargo at 500t hull: Boa Cargo 500t <-884 cargo at 54ly jumps(Actually 41.19/51.69ly) and over 100ly empty!(Actually 86.55/97.05ly)

Boa Explorer over 100 ly jump range! (Actually 86.56/97.06ly.)
Boa Miner <-12 collector limpets, 2 prospector limpets, 576 cargo, 7A FScoop. 365m/s top speed, 486.64m/s boost, Minimum speed: 243.33m/s (42.44ly/52.94ly)

*** My main justification for the long jump range on this ship are:
1. It's the proper base hull proportion from the anacondas changes to this ship from the older games.
2. It's the only way to improve the time/money gained from bulk sightseeing missions and other passenger stuff.


It just happens to make a very good long range jump cargo ship in the process.

-----------------------------------------------------------------------------------------------------------
Or: (800t hull) (Could have max of 7 or 8 FSD.)
New Version!
Jump range:
Max: ((1000^(1/2.9))6670.4((20.48/12)^(1/2.9)))/1058.05=82.0691098412727ly <- No boost
Max: ((1000^(1/2.9))6670.4((20.48/12)^(1/2.9)))/1059.35=92.4683972884869ly <-Boost
Boa 8A max jump <- See above numbers
Boa 8A cargo equipped <- 59.288ly
Boa 8A passenger <- 77.11ly

7A:
Boa 7A max jump <- 58.46ly (65.45@700thull)
Boa 7A max jump boost <- 68.88ly (75.77@700thull)
Boa 7A cargo equipped <- 43.61ly (45.74@700thull)
Boa 7A passenger <- 56.32ly (60.49@700thull)

It could be super high jump range. Especially with an 8A FSD and 700t hull weight. 800t would slow down the 8A FSD a little. 1080t hull at 8FSD give the ideal jump range compared to the anaconda in the old game. That or 750t hull and 7A FSD.

Cost: 360 million ? (8fsd would be worth this money. 7fsd would not be.)
Max Cargo: 800 (700 equipped. Assuming 5FuelScoop, 5Shield, 5GFSB, SCA, ADC)
Base Hull mass: 700t or 800t? or 1000-1080
Boost: 19mw
Reserve Tank: ?
Manoeuvrability:
Top Speed: 200
Boost Speed: 240
Minimum Thrust: 40%
Pitch: 22 d/s
Yaw: 8 d/s
Roll: 50 d/s
Crew Seats: 3
Base Shields: 280 or 444
Base Hull: 420 or 666

Internal slots: (max class)
Armor: 1
Power Plant: 7
Engines: 7
FSD: 8 (20.48 fuel per jump max) or 7
Life Support: 5
PD: 7
Sensor: 8
Fuel: 6 or 7

Optional Internals: (800/700)(206 passenger)
8
7
7
7
5
5
5
5
5 reserve? <-first 14 slot ship. Or remove for 13 slots.
4
3
2
1
1

Or: (950/?)

8
7
7
7
6
6
6
5
5
5
5 reserve? <-first 14 slot ship. Or remove for 13 slots.
4
2
1

Or: (1080)
9
7
7
7
6
5
5
5
5 reserve
4
2
1
1

Hardpoints:
L
L
L

Utility: 8

I wonder if I should keep it at 1080t hull and 8AFSD. If so the below might be needed if a 9 slot were used and introduced.

Only relevant to 8FSD version:
9 size slots:
All 9 sized Fuel scoops: (estimates not necessarily accurate)
9A: Cost: 916,265,169; Scoop Rate: 2.181; Power Draw: 1.27mw; Integrity: 204
9B: Cost: 229,066,292; Scoop Rate: 1.869; Power Draw: 1.088571429mw; Integrity: 238
9C: Cost: 57,266,573; Scoop Rate: 1.557; Power Draw: 0.9071428571mw; Integrity: 170
9D: Cost: 14,316,643; Scoop Rate: 1.245; Power Draw: 0.7257142857mw; Integrity: 102
9E: Cost: 3,435,994; Scoop Rate: 0.933; Power Draw: 0.5442857142mw; Integrity: 136

Presumed 9 shield:
9A Prismatic: Cost: 773,098,744.1; Mass: 640; Integrity: 204; Power Draw: 9.45?; Min mass: 1350; Optimal mass: 2700; Max mass: 6750; Regen Rate: 1.8; Broken Regen Rate: 6.66
9D Bi-Weave: Cost: 85,899,860; Mass: 320; Integrity: 170; Power Draw: 4.5?; Min mass: 1350; Optimal mass: 2700; Max mass: 6750; Regen Rate: 7.2(7.29?); Broken Regen Rate: 18(18.225?)
9E: Cost: 6,362,950; Mass: 320; Integrity: 136; Power Draw: 2.7; Min mass: 1350; Optimal mass: 2700; Max mass: 6750; Regen Rate: 3; Broken Regen Rate: 12
9D: Cost: 19,088,860; Mass: 128; Integrity: 102; Power Draw: 3.6; Min mass: 1350; Optimal mass: 2700; Max mass: 6750; Regen Rate: 3; Broken Regen Rate: 12
9C: Cost: 57,266,570; Mass: 320; Integrity: 170; Power Draw: 4.5; Min mass: 1350; Optimal mass: 2700; Max mass: 6750; Regen Rate: 3; Broken Regen Rate: 12
9B: Cost: 171,799,720; Mass: 512; Integrity: 238; Power Draw: 5.4; Min mass: 1350; Optimal mass: 2700; Max mass: 6750; Regen Rate: 3; Broken Regen Rate: 12
9A: Cost: 515,399,160; Mass: 320; Integrity: 204; Power Draw: 6.3; Min mass: 1350; Optimal mass: 2700; Max mass: 6750; Regen Rate: 3; Broken Regen Rate: 12

9A SCB: Cost: 76,298,292; Mass: 320t; Integrity: 204; Power Draw: 3.86mw; Duration: 20.69s; Shield reinforcement: 73/s; Thermal Load: 880; Max Ammo: 4(approx: 1510.5mjx4; 1745mjx4 max engineered)

9E Cargo: 12,447,078, Credits 512 cargo.

Estimate of Class 8 FSD:
8A: Cost: 162,586,470; Optimal mass: 3600t; Max fuel per jump: 20.48(20.625or21?); Thermal load: 45?; Power Draw: 1.05mw; Weight: 160t; Integrity: 188
8A(Increase Range+Mass Manager): Cost: 162,586,478.2; Optimal mass: 6670.4t; Max fuel per jump: 20.48?; Thermal load: 45?; Power Draw: 1.2075mw; Weight: 208t; Integrity: 147.016
8A(Fast Boot+Thermal Spread): Cost: 162,586,478.2; Optimal mass: 4140t; Max fuel per jump: 20.48?; Thermal load: 48.6?; Power Draw: 1.05mw; Weight: 160t; Integrity: 159.8

8B: Cost: 54,195,480; Optimal mass: 3600t; Max fuel per jump: 17.066(17.1875or17.5?); Thermal load: 45?; Power Draw: 0.875mw; Weight: 256t; Integrity: 224
8C: Cost: 18,065,160; Optimal mass: 3600t; Max fuel per jump: 13.6533(13.75or14?); Thermal load: 45?; Power Draw: 0.70mw; Weight: 160t; Integrity: 152
8D: Cost: 6,021,720; Optimal mass: 3600t; Max fuel per jump: 13.6533(13.75or14?); Thermal load: 45?; Power Draw: 0.63mw; Weight: 64t; Integrity: 120
8E: Cost: 2007240; Optimal mass: 3600t; Max fuel per jump: 13.6533(13.75or14?); Thermal load: 45?; Power Draw: 0.56mw; Weight: 160t; Integrity: 136


Limpets:
9A Prospector Limpet: Range: 17,500, Max Limpets: 16, Power Draw: 1.08mw, Integrity: 232, Weight: 360t, Cost: 62,985,600
9A Collector Limpet: Range: 3,000, Max Limpets: 5, Power Draw: 1.28mw, Integrity: 232, Weight: 512t, Cost: 62,985,600
9E Decontamination Limpet: Range: 3280, Max Limpets: 5, Power Draw: 1.5mw, Integrity: 232, Weight: 290t, Cost: 11,809,800
9A Fuel Tranfer Limpet: Range: 3,500, Max Limpets: 16, Power Draw: 1.08mw, Integrity: 232, Weight: 320t, Cost: 62,985,600
9A Hatch Breaker Limpet: Active Range: 8,080, Target Range: 7,980, Hack Time: 0s, Max Limpets: 24, Power Draw: 1.26mw, Integrity: 200, Weight: 320t, Cost: 62,985,600
9E Recon Limpet: Range: 2,300-2,400, Hack Time: 8s, Max Limpets: 1, Power Draw: 1.5mw, Integrity: 232, Weight: 290t, Cost: ?
9A Repair Limpet: Range: 3,500, Repair Capacity: 600, Max Limpets: 5, Power Draw: 1.08mw, Integrity: 232, Weight: 320t, Cost: 62,985,600


1080t 8FSD version: (max jump: 64.92; /wboost: 75.35)

Cost: 360 million
Max Cargo: 1080
Base Hull mass: 1080
Boost: 27mw
Reserve Tank: 1.08
Manoeuvrability:
Top Speed: 200
Boost Speed: 266.67 or 267 or 324
Minimum Thrust: 54%
Pitch: 28 d/s
Yaw: 10 d/s
Roll: 70 d/s
Crew Seats: 3
Base Shields: 400 or 480
Base Hull: 600

Internal slots: (max class)
Armor: 1
Power Plant: 7
Engines: 7
FSD: 8 (20.48 fuel per jump max)
Life Support: 4
PD: 7
Sensor: 8
Fuel: 6 or 7

Optional internals: (1080)
9
7
7
7
6
5
5
5
5 reserve
4
2
1
1

Hardpoints: (3 large or the same as an anaconda with no huge or 1 huge as L.)
L
L
L
L
M
M
S
S

Utilities: 8

Or: 1184 cargo @ 1080t hull.
9
8
7
7
7
5
5
5 reserve
4
3
2
1
1
 
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I'm designing a boa based on an idea of using size 9 slots to make new larger ship types. This is a mix between an anaconda and a beluga!

To help this out it would be nice if there were places with more luxury missions to take advantage of. This ship can potentially also install luxury passenger cabins like the beluga can. It's a super beluga!

Here is a very rough estimate:

Boa

Cost: 300 million or 494.8 million
Max Cargo: 1002
Base Hull Weight: 1000
Boost: 19mj?


Internal slots: (max class)
Power Plant: 6-8?
Engines: 8
FSD: 8 (16 fuel per jump max) (only ship to get an 8 FSD potentially.)
Life Support: 8
PD: 7-8?
Sensor: 5
Fuel: 7



Optional Slots: (first guess)
9
7
6
6
6
6
5
5
4
3
3
3
1




Slot 9 items I've gone over so far:
9 size slots:
All 9 sized Fuel scoops: (estimates not necessarily accurate)
9A: Cost: 916,265,169; Scoop Rate: 2.181; Power Draw: 1.27mw; Integrity: 204
9B: Cost: 229,066,292; Scoop Rate: 1.869; Power Draw: 1.088571429mw; Integrity: 238
9C: Cost: 57,266,573; Scoop Rate: 1.557; Power Draw: 0.9071428571mw; Integrity: 170
9D: Cost: 14,316,643; Scoop Rate: 1.245; Power Draw: 0.7257142857mw; Integrity: 102
9E: Cost: 3,435,994; Scoop Rate: 0.933; Power Draw: 0.5442857142mw; Integrity: 136


9E Cargo: 12,447,078, Credits 512 cargo.

Limpets:
9A Prospector Limpet: Range: 17,500, Max Limpets: 16, Power Draw: 1.08mw, Integrity: 232, Weight: 360t, Cost: 62,985,600
9A Collector Limpet: Range: 3,000, Max Limpets: 5, Power Draw: 1.28mw, Integrity: 232, Weight: 512t, Cost: 62,985,600
9E Decontamination Limpet: Range: 3280, Max Limpets: 5, Power Draw: 1.5mw, Integrity: 232, Weight: 290t, Cost: 11,809,800
9A Fuel Tranfer Limpet: Range: 3,500, Max Limpets: 16, Power Draw: 1.08mw, Integrity: 232, Weight: 320t, Cost: 62,985,600
9A Hatch Breaker Limpet: Active Range: 8,080, Target Range: 7,980, Hack Time: 0s, Max Limpets: 24, Power Draw: 1.26mw, Integrity: 200, Weight: 320t, Cost: 62,985,600
9E Recon Limpet: Range: 2,300-2,400, Hack Time: 8s, Max Limpets: 1, Power Draw: 1.5mw, Integrity: 232, Weight: 290t, Cost: ?
9A Repair Limpet: Range: 3,500, Repair Capacity: 600, Max Limpets: 5, Power Draw: 1.08mw, Integrity: 232, Weight: 320t, Cost: 62,985,600
Take my credits!
 
Let me guess, the Constrictor module is a Size 9? ;)
Well, it starts out as a Class 9. But it shrinks to a Class 6 as you pass through the mailslot.

Coming soon: a Constrictor module that lowers the height of a T-7 so that it can land on a medium slot.
 
Well, it starts out as a Class 9. But it shrinks to a Class 6 as you pass through the mailslot.

Coming soon: a Constrictor module that lowers the height of a T-7 so that it can land on a medium slot.
I actually had a funny idea about that for real things to expand weird new military objects through old bomb bays! 8) Vehicles with non static adjusting surfaces. Could adjust from tanks to airplants to transport vehicles etc. Like a bomber poopin out cargo!!

Was the boa too big to get through mailslots too? I never played the old games and I can't find good info on that part of the game.
 
Was the boa too big to get through mailslots too? I never played the old games and I can't find good info on that part of the game.

No, all ships could fit through the mailslots in the older games, even the almighty leviathans such as the Griffon, Panther and IExplorer.
 
Boa could be a triplet of Boa fragments that divide when entering the mailslot, or optional: just leave 2/3 of the ship outside and dock with the main fragment.
That, or just leave the Boa hanging outside while the new Loader shuttles come to greet you and your cargo.
Great doing business with you Boa Commander. Lets have dinner at the Station Chief quarters?
 
Boa could be a triplet of Boa fragments that divide when entering the mailslot, or optional: just leave 2/3 of the ship outside and dock with the main fragment.
That, or just leave the Boa hanging outside while the new Loader shuttles come to greet you and your cargo.
Great doing business with you Boa Commander. Lets have dinner at the Station Chief quarters?
The front could be long enough to stick in the mail slot and connect with that thing in the rear of the station! 8)

It would simply fill the mail slot until done and the station crew would tell everyone to f off and taht someone more important is docked atm.
 
The front could be long enough to stick in the mail slot and connect with that thing in the rear of the station! 8)

It would simply fill the mail slot until done and the station crew would tell everyone to f off and taht someone more important is docked atm.
And a cool way to ram capital ships back and forth... in the rear armor where it is weakest.
 
Added a version with 500t base hull. It never needs over a 7A shield and it can jump to far beyond the range of anaconda. This should make it worth the money. Still have no idea on combat in general. But this gave it 2 4 slots which could be used for double interdictors for an assassination/pirate ship.

Particularly with one of these installed: (Boa Pirate 500t / 2)
9A Hatch Breaker Limpet: Active Range: 8,080, Target Range: 7,980, Hack Time: 0s, Max Limpets: 24, Power Draw: 1.26mw, Integrity: 200, Weight: 320t, Cost: 62,985,600

Boa with 500t hull: (over 80ly jump with passengers and over 100ly jump max!) 1000t max cargo.
Boa max range with 500t hull: Boa Max Range <- This number will adjust slightly based on the size of the Sensors and life support. Just over of 110ly. (110.03ly)

Cargo at 500t hull: Boa Cargo 500t <-884 cargo at 54ly jumps and over 100ly empty!

Boa Explorer over 100 ly jump range!

Cost: 360 million
Max Cargo: 1000 (884-888 equipped)
Base Hull Weight: 500
Boost: 19mj
Reserve Tank: .66t

Internal slots: (max class)
Armor: 1
Power Plant: 7 - 8
Engines: 8
FSD: 8 (16 fuel per jump max) (only ship to get an 8 FSD potentially.)
Life Support: 7
PD: 7
Sensor: 4
Fuel: 6

Optional Internals:
9
7
6
6
6
6
5
5
4
4
2
1
1

Hardpoints:
L
L
L

Given how this has only one slot 9 and one slot 7 I think the 500t base hull is perfect. It gives it the jump range to be worth it and makes it's utilities fall in line with the optional slots. And it can go down to a class 4 shield.
 
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Added a version with 500t base hull. It never needs over a 7A shield and it can jump to far beyond the range of anaconda. This should make it worth the money. Still have no idea on combat in general. But this gave it 2 4 slots which could be used for double interdictors for an assassination/pirate ship.

particularly with one of these installed: (Really bad Pirate Build)
9A Hatch Breaker Limpet: Active Range: 8,080, Target Range: 7,980, Hack Time: 0s, Max Limpets: 24, Power Draw: 1.26mw, Integrity: 200, Weight: 320t, Cost: 62,985,600

Boa with 500t hull: (over 80ly jump with passengers and over 100ly jump max!) 1000t max cargo.
Boa max range with 500t hull: Boa Max Range <- This number will adjust slightly based on the size of the Sensors and life support. Just shy of 110ly.

Cargo at 500t hull: Boa Cargo 500t <-884 cargo at 54ly jumps and over 100ly empty!

Cost: 360 million or 494.8 million
Max Cargo: 1000
Base Hull Weight: 500
Boost: 19mj

Internal slots: (max class)(Trying to equal 50 for no reason. Need more balance factors.)
Armor: 1
Power Plant: 7-8?
Engines: 8
FSD: 8 (16 fuel per jump max) (only ship to get an 8 FSD potentially.)
Life Support: 7-8?
PD: 7
Sensor: 5
Fuel: 6

Optional Internals:
9
7
6
6
6
6
5
5
4
4
2
1
1

Given how this has only one slot 9 and one slot 7 I think the 500t base hull is perfect. It gives it the jump range to be worth it and makes it's utilities fall in line with the optional slots. And it can go down to a class 4 shield.
500t hull with a size 8 FSD is a terrible idea. Such a ship could easily be capable of getting a 80+ ly jump range with full exploration gear and no FSD booster. I'm going to have to say no to that.

Also, see my post in your Puma thread as to why you are massively overestimating the cargo capacity of ship that you are adding from FE2/FFE:
You keep posting threads about adding ships from FE2 and FFE to ED, but you are consistently trying to compare apples to oranges. While you have elaborated more on several balancing aspects of the new versions of the ships you are proposing, you continue to propose the ships without taking into account the massive differences between ship outfitting in FE2/FFE and ED (namely, the "total capacity" of FE2/FFE and what it was required for).



While the Puma had a total capacity of 825 tons, under no circumstances could it actually use all 825 tons for cargo in FE2 or FFE. Let me go find the stats card for the Puma from the FFE Manual....

View attachment 156811

Note that the stat card says "drive + 575t" right next to the listed value of 825t of capacity. As I have said before, in FE2 and FFE the listed cargo capacity was needed to mount items that are now considered to be essential equipment in ED, notably the jump drive (plus around 10 tons of sensor equipment and a few extra things that now come standard). In the case of the Puma, the jump drive (a class 6 in this case) would take up 250 tons of the available 825 tons of total capacity, meaning that a player would only be able to carry 575 tons of equipment and cargo once they have mounted the jump drive. Note that this figure does not include sensor equipment (~10 tons) fuel for the jump drive (up to 36 tons per jump), or any weapons systems.

As such, a player should not expect their Puma in FE2 or FFE to be able to haul more than ~520 tons of cargo, and even then the ship would be an absolute deathtrap when it would get mobbed by pirates in the destination system (it would not have weapons or shields). You compare the cargo capacity of the Puma to the Type 9 and Imperial Clipper, but in reality the Puma's cargo capacity would be a lot closer to the Anaconda or Beluga.

I'll give you points for persistence with these topics, but could you please do a little bit more research before posting them?
 
Gotta say, I admire your enthusiasm for bringing back some of the old ships. I have said many times that there are far too few ships in this excellent game.
 
500t hull with a size 8 FSD is a terrible idea. Such a ship could easily be capable of getting a 80+ ly jump range with full exploration gear and no FSD booster. I'm going to have to say no to that.

Also, see my post in your Puma thread as to why you are massively overestimating the cargo capacity of ship that you are adding from FE2/FFE:
I literally displayed the 500t version for that very reason. I'm demonstrating the potential range. Plus it fits a 7 shield to go well with the slot choices.

I'm still looking for weights for equipment and other basic info, but I'm also going by potential need for money/cargo space based on the current game. As much as I can figure out that is. You literally can't research what there is no information for.

The point is It could be remade as a new variant that is meant for new things like going deeper into space for mining or doing those very long range exploration missions faster. It seemed more interesting with 80-100ly jump ranges. The game is sort of stuck in a bubble atm. This would help get it out a bit. At least for ships smaller than the potential carriers coming out.

Edit: I went over some of the numbers. If you consider that some of the equipment is lighter then it kind of works out. The hull mass is already higher than it should be. So, that means it could hypothetically have been retrofitted to new equipment and can hold more cargo now. I can make basic equipment easily come out to around 600 total with basic equipment. With engineered stuff and specialised setups that drops a lot. It's not too far from what it should be.

BTW, my build is designed around an assumption of fitting certain things like a 4Dshield, 5GFSD, 6A fuel scoop, and both supercruise and docking assist modules. It's only carrying 884 when equipped. The max cargo of the Anaconda is 470 over 400. That is an increase of 17.5%. If you increase the same stated 700 from the boa that is 822.5. If I take off one size 6 slot from my proposal I go from 884-820 basic equipment. It's basically the same ship. I've already reduced max capacity from 1300 -1000. I liked the nice round number though.

In fact the hull mass is increased by 300 and the cargo is decreased by 300 total. It's kind of balanced as is to the original. The only real argument is more or less the jump range which is a product of the hull range. I'm sure I'm missing stuff about setups but that is a basic start. Just give it a focused weaker hard point config. something fitting of a 7PD. Maybe 3 larges? It also has a nicer lower shield capacity with the lower weight which I think adds to the design.

So, I'm kind of taking it that the old hull being retrofitted with new things is now better than the anaconda.

I think one thing to consider is if fleet carriers will be able to jump to unknown locations. If not this will be useful. This will allow it to jump from a neutron star just under the range of a fleet carrier. So, this may be a useful design to have with your fleet carrier. This may give a way to neutron jump to new locations and send the carrier to come pick you up to escape. Whole new exploration options could be opened up. No other ship currently can fill that role. Unless they start producing military FSDs. At which case maybe this cannot install one and the anaconda could to get it to equal or surpass this in jump range. Although it appears those exist as advanced engines now. I wonder if an FSD version would ever be produced.

Edit2: I think that 3 large hardpoints will fit best. It has 7PD for the shield. So, it can use 3 Gimballed + Efficient + Thermal Vent Beam lasers as a good basic setup.

Here is my best idea for a pirate ship: Pirate ship 500t hull

Gets rid of the need for a GFSD, but you can still use one. And with a prismatic shield you can run 1 pip in system, 1 in engines, 4 in weapons.
 
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Here is a combo version. It has the 700 base cargo and 1080 hull weight to give it the correct jump range.

1080t 8FSD version: (max jump: 64.92; /wboost: 75.29)

Cost: 360 million
Max Cargo: 928(700/w 7FSD,6Shield,5GFSB,SCA,ADC)
Base Hull mass: 1080
Boost: 23mw
Reserve Tank: 1.08
Manoeuvrability:
Top Speed: 200 ?
Boost Speed: 267 ?
Minimum Thrust: 54%
Pitch: 28 d/s
Yaw: 10 d/s
Roll: 70 d/s
Crew Seats: 3 ?
Base Shields: 400 or 480
Base Hull: 600

Internal slots: (max class)
Armor: 1
Power Plant: 7 or 8?
Engines: 7
FSD: 8 (20.48 fuel per jump max)
Life Support: 4
PD: 7
Sensor: 8
Fuel: 6

Optional internals: (928) First ship with 14 slots!
8
7
7
7
6
6
6
5
5
5 reserve
4
3
2
1
1

Or:

8
8
7
7
6
5
5
5 reserve
4
3
2
1
1

Or: (950/720) Could condense two of any slots like 6's or 7's to get to 13 total and have a reserve slot.

8
7
7
7
6
6
6
5
5
5
5 reserve? <-first 14 slot ship. Or remove for 13 slots.
4
2
1

Hardpoints:? (3 large or the same as an anaconda with no huge or 1 huge as L.)
L
L
L

Or:

L ?
L
L
L
M
M
S
S

Utilities: 8

BTW, the point of my cargo ship designs is basically that they need or want to get to rarer farther appart locations to get trade routes with 60-70k or more of a resource. These are generally farther apart. Especially in the 40-50ly appart range. This means they want to jump empty about that far and then jump one or two jumps back to make it less of a hassle to trade and make them useful for their cargo space. As opposed to the earlier games that had a linear progression from small to large ships. Each shrinking jump range.

A 9 slot variation would have be refigured for the optionals. This would allow this ship into the current game though.
 
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Frontier has hinted that the panther is supposed to be another tier of ship (presumably class 4 or huge) as well as the boa being released along side the panther. But with fleet carriers coming i dont know if they still intend to impliment huge docking apparatuses for a new type of playable ship or if the panther and the boa will be support vessels for fleet carriers.
 
Source: https://www.youtube.com/watch?v=6arhWcrGSp8

When this guy shows the videos with tier 10 slots, was this from a test server or did he modify the images himself? Not sure what mockup means.
He only gives what he thinks (or rather thought as this video is over 2 years old and we have gotten more information since then) fleet carriers should look like. All of the things seen in the video would almost certainly have been recorded on the live server (such as the clips of megaships) or edited by the creator of the video to illustrate his ideas (such as the image with size 10 slots).

As for what is meant by mockup, the best definition to use in this case would be "a prototype, usually low-fidelity, such as paper illustrations, screenshots, or simple configurations of screens with limited interaction".
 
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