Buff the Federal Corvettes jump range

I don't own one as yet, probably never will, but looking at the Federal Corvette specifications it seems to have a size 6 FSD.

This means that, in its default form, it has a jump range of just 6LY. Rigged for cargo with a 6A drive, for a combined cost of over 200MCr the jump range is just 10LY laden.

This makes zero sense. Why would the Federation have a ship that represents the pride of the fleet, bearing the name "Corvette", which suggests an escort, have a crippled jump range? At that range, the only thing it could properly escort would be itself, because everything else in the fleet moves faster.

I'd petition for the jump drive slot to move up a level or two.
 
This has been suggested so many times before, and I completely agree with it still. It needs a class 7 FSD instead of a 6. Having the 7 would give a build that normally jumps 10.86ly a 16.54 ly range. A little on the high side, yeah, but if you don't buff its fuel tank it will be forced to refuel after just 2 max range jumps and 1 13ly jump. So it would still have a downside of terrible total range unless you add extra fuel tanks or an amazing fuel scoop.

And the best part about this is that due to the Corvette's hull mass, it gives it a good range while laden down, but only a slightly higher range while stripped down. So, unlike the Anaconda, which can go 15ly laden down and 40ly stripped down, the Corvette would then do 16ly laden down and 31ly stripped down. So the buffed FSD wouldn't make it an explorer vessel, because there's many choices that get higher ranges with a much lower price, and no rank lock.

I'm mostly just waiting to see if this is looked at for 2.1's release, as 2.0 was the last time they were willing to change major things like that. If not getting a class 7, I hope an engineer specializes in FSDs and can hook people up with some much higher range ones.
 
This has been suggested so many times before, and I completely agree with it still. It needs a class 7 FSD instead of a 6. Having the 7 would give a build that normally jumps 10.86ly a 16.54 ly range. A little on the high side, yeah, but if you don't buff its fuel tank it will be forced to refuel after just 2 max range jumps and 1 13ly jump. So it would still have a downside of terrible total range unless you add extra fuel tanks or an amazing fuel scoop.

And the best part about this is that due to the Corvette's hull mass, it gives it a good range while laden down, but only a slightly higher range while stripped down. So, unlike the Anaconda, which can go 15ly laden down and 40ly stripped down, the Corvette would then do 16ly laden down and 31ly stripped down. So the buffed FSD wouldn't make it an explorer vessel, because there's many choices that get higher ranges with a much lower price, and no rank lock.

I'm mostly just waiting to see if this is looked at for 2.1's release, as 2.0 was the last time they were willing to change major things like that. If not getting a class 7, I hope an engineer specializes in FSDs and can hook people up with some much higher range ones.

Your numbers are a little off. The best I could do with a stripped down theoretical corvette and a 7A FSD was 30.25LY. With exploration equipment added in, it was about 29 LY and a total range of 83LY on its 32T fuel tank.
Perhaps with Engineers we will be able to upgrade our FSD to an S rating??? One can only hope.
 
It's because the Corvette is a fighter. All pure combat ships in this game have a history of low jump range. That is how the game is designed. Perhaps the engineers can help with your perceived issue. I am sure they will. And why does Corvette = escort to you? Corvette = bad ass ship to me. Lots of power but not that great on range mpg (car) or jump range (space ship).
 
Your numbers are a little off. The best I could do with a stripped down theoretical corvette and a 7A FSD was 30.25LY. With exploration equipment added in, it was about 29 LY and a total range of 83LY on its 32T fuel tank.
Perhaps with Engineers we will be able to upgrade our FSD to an S rating??? One can only hope.
Here's the 31ly jump range: http://coriolis.io/outfit/federal_corvette/02A6D7A5D1D8D5C-------------------------.Iw18Z5A=.Aw18Z5A


It's because the Corvette is a fighter. All pure combat ships in this game have a history of low jump range. That is how the game is designed. Perhaps the engineers can help with your perceived issue. I am sure they will. And why does Corvette = escort to you? Corvette = bad ass ship to me. Lots of power but not that great on range mpg (car) or jump range (space ship).
Well, no. That's not true, simple fact. There's the Viper Mk.IV, which one would have a difficult time getting lower than 17ly jump range with any sensible combat build. I can't even get it lower than 14ly jump range with a completely non-sense build that no one would do unless they wanted maximum ramming potential. ( http://coriolis.io/outfit/viper_mk_iv/24E4B4A2B3B3B4C1b1b181804042c2c2a282826.Iw1-kA==.Aw1-kA ). The Eagle is actually not bad on jump range as well, getting 14+ ly on almost all builds.

And I assume you haven't actually read the ingame description for the Corvette? If you did you'd better understand why we ask for the jump range. Allow me to cite a few things it says; "capable of transporting cargo" So, not necessarily solely a combat ship as you presume. As well as cargo transport needing a fair bit of range for any efficiency in the matter. "long range patrol, peace keeping, pirate suppression, in fact anywhere the navy wishes to maintain a solid presence" So, the ship has to be able to travel from system to system in order to meet the navy's needs in various areas throughout Federation space. It's designed as a ship that can be deployed faster than a Farragaut and for less cost to where ever it's needed. It simply cannot complete those goals when some systems end up completely inaccessible to a ship with 12ly range. And, finally, with the goals of peace keeping and pirate suppression, you would suspect such a ship be able to follow criminal ships from one system to another should they choose to run, but as is, almost any ship can easily get away with a single jump. (not gamebreaking to be able to follow, as almost no one uses FSD wake scanners anyway, but in the lore they are used quite a bit. Besides, you can still get away even if you take the shortest jump possible by just dropping out of supercruise and back)
 
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http://coriolis.io/outfit/federal_c...d2b2b29.AwRj4yo5Qo==.Aw4JgRg4tEoQ4BmZYx2EA===

Fighter...I am sure not the best but it can fight. And fighers never have range.. Get over it they don't. The viper is not a fighter. OK. by definition but lets be real here. Doesn't hold a candle to other fighter..ie Vulture, FAS ect..

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deployed faster than a Farragaut and for less cost to where ever it's needed.
What is the jump range on a Farragaut Class? I don't think that is a stated hard fact value. If Farragaut class only has a max jump range of 9LY and 30LY range well then the Corvette beats that.

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And, finally, with the goals of peace keeping and pirate suppression, you would suspect such a ship be able to follow criminal ships from one system to another should they choose to run, but as is, almost any ship can easily get away with a single jump.

Peace keeping and pirate suppression. If pirates and criminals cannot function in the same system that ship is in then it is doing its job. It doesnt have to chase them out of the system and hunt them down. It just needs to be able to keep the system it's in safe, which it can do without any jump range.
 
Just a thought, the Corvette is a heavy fighter which is also transported in numbers in Farragaut class battle cruisers which is also used as shuttle transportation from these ships for cargo and mission purposes. It in turn will also carry it's own fighters. I'm not real happy with the jump range either but if you think about this ship as part of a larger battle wing I can see more of a fit than just a larger version of a FAS or even an Anaconda. Just an idea..
 
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I still find the whole jump range debate very baffling.

My Fully Armed Viper IV can jump about 18ly, that's with everything, military hull, good weapons, shields, etc etc.

Fully armed FDL/Corvette....11ly

Every other combat ship in the game, can jump atleast 15ly with a full combat setup. With the exception of these 2. Lol

'Balance' doesn't even cut it for me, it's just annoying...
 
Its pretty ridiculous to argue that a severely limited jump range somehow balances a ship. The only thing affected is the player's ability to move around the bubble. Having a larger jump range offers no benefits when interacting with other ships.

It is especially ridiculous for a rank locked super expensive warship to have one of the worst jump ranges in the game
 
Its pretty ridiculous to argue that a severely limited jump range somehow balances a ship. The only thing affected is the player's ability to move around the bubble. Having a larger jump range offers no benefits when interacting with other ships.

It is especially ridiculous for a rank locked super expensive warship to have one of the worst jump ranges in the game
This is a narrow minded point of view. It absolutely affects our interactions with other ships. The interactions we will have after ten minutes of jumping to our destination versus a single jump to our destination may be very different. To the point that they may not even exist to begin with, as ten minutes of jumping tends to not be worth it to many.

The rank locked super expensive warship costs more than credits, as do most all ships.
 
If you have a corvette you're going to be inconvenienced with it because it will take you a long time to get from A to B vs if you did it in an anaconda. I think that's a small price to pay really.

Anyone who's done real exploring out in the black isn't afraid to take 20+ jumps to get somewhere anyway.
 
If you have a corvette you're going to be inconvenienced with it because it will take you a long time to get from A to B vs if you did it in an anaconda. I think that's a small price to pay really.

Anyone who's done real exploring out in the black isn't afraid to take 20+ jumps to get somewhere anyway.

Clearly the Corvette is a ship intended for retired deep space explorers, right?

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This is a narrow minded point of view. It absolutely affects our interactions with other ships. The interactions we will have after ten minutes of jumping to our destination versus a single jump to our destination may be very different. To the point that they may not even exist to begin with, as ten minutes of jumping tends to not be worth it to many.

The rank locked super expensive warship costs more than credits, as do most all ships.

So your idea of balance is making it so that the big bad warship is not present at the fight to begin with?
 
Any fighting force would need to speed it's combat ships to the fight as soon as possible. That would make sense for the federal corvette to have by default a decent jump range.

In addition all ships jump ranges should be increased by 25% just to make travelling in the game speedier. It's just tiresome currently. DB said recently that upon analysing play patterns people tend to do the same things over and over and not see the variations. Maybe increasing jump range in general would encorage people to get around a bit and see some of what the whole game has to offer ? I would like to travel more in this game...but it's just too tedious and lengthy for me
Flimley.
 
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Jump range really has nothing to do with balance.
It's virtually impossible to chase another player across the galaxy, in 2 identical ships, with identical jump ranges.
Part of the problem is instancing, the another is loading times, and the final part is the fact that the one doing the chasing has to scan each and every wake, meaning each jump the other guys gets a few seconds more lead.
Once he gets 2 jumps away, it becomes completely impossible to find them again.

The only thing gimping jump ranges does, is prevent anyone flying one of the gimped ships, from escorting anyone else, without completely stripping out the ship for maximum jump range.
Even a half combat FDL can't do the same jump range as a laden trading Python.

The only factor about the FDLs jump ability that I agree with is the small fuel tank. I have no issue with scooping at every star, it's scooping at every star, for 2 or 3 times as many jumps as everyone else that's annoying! Lol
 
I'm not saying "for" or "against" for the buff. The only thing from short range apart from making live more tedious is the ABAB trading. The cargo hold size is decent for the job so you'd like to use it. You need to find a VERY short route or your credits/hour goes down the drain for the sheer amount of jumps adding up for the time needed to complete the run. The hit becomes especially noticeable vs. Cutter. That ship has other shortcomings though. Perhaps this emphasizes the intended role for the ship?

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...and yes, I was at Sag A* in Vette two months ago. Next time I will bring another ship. One word: JONK!
 
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