Buying and Outfitting 5 Pythons

OP, good luck with your project. From what you said, you enjoy flying the Python (probably very comfortable with it in all situations), you have the credits to buy what you need, you have the time to do any engineering. If you want five specific versions of the one ship at your disposal, why the hell not! Don't listen to those trying to talk you out of it, remember the aim of this game is to play it YOUR way.

Hope you achieve your goal Commander, have fun!

Thanks,

I have the 5 now (actually own 6 of them). I've also engineered a cutter for material gathering. Watching those 6 limpets get the job done in the middle of a fight is pretty cool. Still haven't traded any with the trade build but everything on all ships is engineered how I want.

The game was/is beginning to get a bit stale for me lately. I've put away my HOTAS for a few weeks now and haven't used the VR in over a month. At least this endeavor was something entertaining.

Probably not useful as you've likely already considered it... But what I tend to do is chose the spots I operate or set out from, and store the relative modules I desire there. For passengers specifically, I even tend to stock extra cabins of various sizes and quality to adapt to whatever is available.

I would find this approach far, far easier than having near half dozen individual ships that each need to be engineered.

I've probably got 20 or more, all engineered. Not all Pythons. I'm not fixated :)

I'm well aware that one ship can do all the roles.
 
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Funny thing about multirole ships is that although they're okay for most things, they don't excel at any of them.

If you have have one Python then you've got a ship that can manage to do most jobs.
If you've got 5 Pythons for specific jobs, you've got 5 ships that aren't as good at their job as an alternative would be.
 
Funny thing about multirole ships is that although they're okay for most things, they don't excel at any of them.

If you have have one Python then you've got a ship that can manage to do most jobs.
If you've got 5 Pythons for specific jobs, you've got 5 ships that aren't as good at their job as an alternative would be.

But that is the beauty of the game, there is no 'perfect' ship for a task, there are multiple ships that can a specific task well. Take combat, some will swear on a stack of bibles that the FdL is the premier combat craft, others will put up the Anaconda, or the FAS, or the Cutter. There is no 'god' ship in the game that gives a player an edge, a player can trade, mine, explore and fight in any ship available in the game, the only factor is the player's ability to use that ship.

The OP evidently likes the Python, for all we know he is RP'ing being the owner of a Python only fleet. Good luck to him I say. Instead of telling him he is wrong, we should be applauding him for doing something against the norm here!
 
5 Pythons so you don't have to swap parts....ugh, such a millinial!!!:D. I love the Python as well. Good luck with your fleet. You bought this game play it how you want.
 
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I want to buy and outfit (and engineer) 5 Pythons.

1. PvE bounty hunting
2. Passenger missions
3. Trading/Cargo hauling
4. Surface work with SRV (PvE outfitted but perhaps more geared towards jump range than module strength)
5. Gathering mats (collector limpets, maybe some mid level threat signal sources)

I could do all this in one if I swapped modules around but I am tired of not having exactly what I need to do what I want to do when I want to do it. Cost isn't an issue.

Any suggestions on loadouts and engineering on any of these? When I watch the PvP videos I see weapons used that I rarely if ever use but I am open to all suggestions. I do ok with PvE fights, but I'd like to see the suggestions regarding the latest engineering trends for each build.

Thanks in advance.

This is one of the big reasons I think we could really use SHIP LOADOUTS as a feature in game. If we were able to just click on a tab that said "Ship Loadouts" and select our saved one that says "Combat" and have it tell us "The modules required for this are stored in another location. It will cost X credits and take Y minutes to complete. Do you wish to continue?" and then click "yes" and have everything shipped to your location and then swapped into the ship would be absolutely awesome.

The Python is a very versatile ship, however for exploration you may want to look (as others have suggested) at squeezing in the basic needs into a DBX. Mine presently jumps at a max of over 60ly and still carries with it most of the basic needs for deep space x. An Asp Explorer fairs a little shorter ranged, but holds more slots to present a more fully outfitted ship for self repair, etc.

All-in-all, it's what you desire that makes the difference and you *can* get around 40ly jump range and have a couple SRVs, AFMU, Repair Limpets, and the works in a well decked out Python...
 
I want to buy and outfit (and engineer) 5 Pythons.

1. PvE bounty hunting
2. Passenger missions
3. Trading/Cargo hauling
4. Surface work with SRV (PvE outfitted but perhaps more geared towards jump range than module strength)
5. Gathering mats (collector limpets, maybe some mid level threat signal sources)

I could do all this in one if I swapped modules around but I am tired of not having exactly what I need to do what I want to do when I want to do it. Cost isn't an issue.

Any suggestions on loadouts and engineering on any of these? When I watch the PvP videos I see weapons used that I rarely if ever use but I am open to all suggestions. I do ok with PvE fights, but I'd like to see the suggestions regarding the latest engineering trends for each build.

Thanks in advance.
Basic guide :
1. Fit pulses(my option),long range,one with scrambled spectrum, the others with any other experimental(like better damage or fire rate). Get weapons focused P Dist . Overcharged PPlant & Engineer your KWS for speed(2 secs). Your FSD Int. can go long range mod, like mine.
Get 2 boosters, 1 SCB & 1 Heatsink. You also have room for Hull Reinforcement & Cargo racks.
Set up correctly you can use an undersized A rated engineered P Plant to save weight(mine is 6A overcharged + Thermal spread + only G4 as G5 not needed)
You can get 23LY or more range this way, and even more when buggy guardian FSD Booster is not buggy.

2. Lightweight mods for range. Depending on your agenda you can get 12 first class or 32 economy passengers in each of the 3 class 6 slots. You also have 2 class 5 for cabins.
Don't use the class 3 for the fuel scoop, it is so so slow :) use class 4 , leaving you a class 3 for shields(or use one of the class 5s)
Take ADS & DSS with you

3. As passenger missions setup but with racks(and other adjustments)

4. Just take option 1 python and save money and time, or make another PvE python with a few changes to give it more range.

5. You don't need range(INARA is your bubble friend), take PvE python :)

Most important : Choose how many ships, set them up, and before you go to engineers REMOVE ALL MODULES that need engineering from all your pythons. Then use the longest range one to go to all your engineers, and have modules sent to that engineer. This can save lots of jumps.
 
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He did say he is fed up of swapping modules, why don't you guys just help him regarding what he's asking for ?
He doesn't need to know 5 is too many(he knows), heck 2 would do if you wanted to use the same ship but he didn't ask for that(I barely helped by suggesting 3).
 
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