I'm not complaining. Also, the jump range of the Chieftain stock A rated was shown to be about 20 LY (non-Engineered) which is also a bit more than my Vulture.
Regarding jump range specifically, that isn't an exploration specific trait in terms of exploration efficiency, though a decent jump range is nice to have too, of course.
Similar could be said for the Vulture. I'd prefer a little more wiggle room with it, but like I said, it's still an upgrade from my Vulture for combat capable exploration either way.
2 size 5 free module slots means I don't have to choose between shields and fuel scoop, and a size 5 fuel scoop should match the size 5 FSD nicely.![]()
after all, it has that kinda useless second seat (and that only, because the only viable multicrew option, using a KWS, was implemented in such a horrible way... )The Vulture space superiority fighter sacrifices hardpoint flexibility for manoeuvrability. Advanced manufacturing techniques have allowed the Vulture to integrate large hardpoints into its relatively small frame, offsetting the ship's limited weapon count, but its nimble flight characteristics make it equally devastating against smaller targets. A limited cargo and passenger capability has not stopped it becoming a preferred personal transport for those who like to project a certain attitude in their dealings.
i wouldn't bet on it, that a known "pirate" ship excells at that.The Krait seems to be the next exploration ship i think.
I'm not sure what other exploration traits you need other than supercruise handling and the ability to hold down one button until it makes a certain noise.
Well an SRV is pretty compulsory is you are taking it seriously.
For optional internals, I only need/prefer in order of importance...
Fuel Scoop
Advanced Discovery Scanner
Detailed surface Scanner
Shields
And then, optionally...
SRV
AFMU
In the over 20,000 unique systems I've visited in the game so far, I've never needed an AFMU, and wouldn't even if you take all the damage I've taken while out exploring and leaving and returning to the bubble and combine it together.
I do however sometimes carry an AFMU if there's otherwise unused extra room for it as there's no reason not to if given the option.
where comes this expectation from that the chieftain is anything else but a combat focused ship?
...
The Krait seems to be the next exploration ship i think.
I'm not sure what other exploration traits you need other than supercruise handling and the ability to hold down one button until it makes a certain noise.
In fact it is basically an FGS but with smaller internals, less firepower, and no SLF bay. Faster though, and probably more agile too.
ADS, DSS, Scoop are all mandatory.
DSS Scanner is required for the highest level of Detailed Scan which increases profits as well as details from body scans. I agree with the Tobasco that the DSS is an essential for any serious explorer (i.e. not the Honk and go variety).I find a DSS optional for exploration. It increases your profits, sure, but as far pure exploring, it doesn't do much but give you a bit more trivia (and the only game-important bit of that trivia - surface mineral content / ring composition - you can find out on your own anyway, if you're equipped to put that knowledge to use).
DSS Scanner is required for the highest level of Detailed Scan which increases profits as well as details from body scans.
I find a DSS optional for exploration. It increases your profits, sure, but as far pure exploring, it doesn't do much but give you a bit more trivia (and the only game-important bit of that trivia - surface mineral content / ring composition - you can find out on your own anyway, if you're equipped to put that knowledge to use).
Not quite - You are ignoring my point that it (the Detailed Surface Scanner) is essentially a requirement for serious explorers and I hope FD are going to expand on it's relevance with the updated explorer mechanics they have planned.You realize you basically just repeated me there, right?
There is however no good reason why the Chieftain should be usable as an explorer ship, there are already plenty of options.
now back to the basking in the chieftains:
what i find disturbing, its made for combat, its made long AFTER multicrew implementation,
it has a second seat... but for what?
the only hardpoint with a "good" multicrew gunner placement is the top large one.
i would have hoped that at least one of the smalls covers the underside.
It's probably also made long before multi crew updates.
Do you really want another Keelback in the future, where you wonder why a particular ship wasn't given a second seat to begin with?
Or would you remove second seats from Cobras now, just because you feel they have no use?
Besides that a tactical crew role can be both extremely helpful and fun. Several multi crew actions don't care about hard point placement (scanning, seekers, limpets, utilities).
edit: oh and the far split between hard points on the FAS is my biggest gripe with it - I'm very glad they clustered all but the medium at the top