Dear community goal creator ...

As dayrth just said above, we've just had a couple of cg's running concurrently in the starter systems which were predominantly "fighty".
Now we've got a long distance haulage that ties in somewhat with the story - I think this is a pretty good example of variation and balance within the constraints of the cg system.

If it's not for you OP, simply wait until next Thursday and do a bit of rares trading in the meantime like the cg before last.

No. Especially since we just got multiple CGs why is it only one now? It will succeed anyways, there is no opposing CG that might make it interesting. I mean, what's so hard to palce 1 in Colonia, 1 in MAIA/MEROPE, 1 in the bubble and maybe one more somewhere else plus add opposing CGs so if one succeeds first the other fails ... competition is what is missing here. That said, we already had competetive CGs and they are way mroe fun than haulage missions or even worse, long range bounty hunting CGs.

And not gonna wait till next thursaday, see I got a whole fleet of haulage vessels, combat vessels and some explorer vessels (including passenger ones). My options are by far not limited but as someone who has done most of the thigns already I am not really looking forward to sit around in some imperial powerplay system and killing every NPC and CMDR that comes across my line of fire for some merits. CGs offer a way more interesting way to interact with the game and other CMDRs and it's a shame (TBH) that the CGs located outside of the bubble or at the very edge are the only CGs for a week. It's getting too much now, atleast palce an alternative CG somewhere inside the bubble. The starter systems are currently know to be UA bombed so why not adding meta alloy delivery CGs? It makes sense and helps the PS4 players to do missions.
 


Do that in a 7.8 LY heavy tank Vette and we speak again.

Maybe use a ship that is usable for moving to other systems?

Jump-range is part of the ship balance. The game is designed in a way that players have to choose between things. You want a super heavy tanky combat ship, good. Don't complain about the miserable jump-range after you decide to trade jump-range for tanky-ness.
 
Maybe use a ship that is usable for moving to other systems?

Jump-range is part of the ship balance. The game is designed in a way that players have to choose between things. You want a super heavy tanky combat ship, good. Don't complain about the miserable jump-range after you decide to trade jump-range for tanky-ness.

G5 increased range would give it a 14 LY jumprange but I still have to scoop every third jump which consumes most of the time. After all, the Corvette in general is an immobile ship in terms of jumprange. Cutter or Anaconda or any larger ship has a better jumprange. You either spend a long time travelling with a Vette or pay the transfer costs. There is no real long ramge combat version of it available, it's a short range patrol vessel at best.
 
You are assuming that jump routes are straight forward, which thy are certainly not. For example: I once had to jump through 7 systems with my 7.8 LY Vette for a 15.2 LY total distance. Why? Because the jumprange is so low I can't take direct routes but have to fly all around so I can cross that gap of ~ 10LY between me and my target destination.



Do that in a 7.8 LY heavy tank Vette and we speak again.

Sadly I don't yet have the rank for a Corvette, just FGS for me. A year ago I did a 24,000 LY trip in a Python capable of jumping 17. Straight line that is 1,400 jumps. Star density meant straight line wasn't possible. So, brother, I feel your pain.

Sure does seem to be a lot happening at Maia lately, I'd look at

1) Leaving a second, fully fitted Corvette down there.
2) Leaving just a Corvette hull down there and transfer the modules (not sure how cost effective that is).
3) Leaving a second set of modules down there and make the trip with an engineered light weight load out. edshipyard suggests 30LY is possible with D rated modules and some luck at the engineers.
 
I have a 8.7 ly FAS, so I understand.

But you could build a long(ish) range bountyhunting ship just for this sort of thing. Maybe something like an iCourier.

Yeah thing is I exclusively fly federal ships. I DO own Courier and Clipper but don't like them much. Any federal ship has a poor jumprange. Alternatively I'd fly a FDL but even this is a brick in that matter.
 
Sadly I don't yet have the rank for a Corvette, just FGS for me. A year ago I did a 24,000 LY trip in a Python capable of jumping 17. Straight line that is 1,400 jumps. Star density meant straight line wasn't possible. So, brother, I feel your pain.

Sure does seem to be a lot happening at Maia lately, I'd look at

1) Leaving a second, fully fitted Corvette down there.
2) Leaving just a Corvette hull down there and transfer the modules (not sure how cost effective that is).
3) Leaving a second set of modules down there and make the trip with an engineered light weight load out. edshipyard suggests 30LY is possible with D rated modules and some luck at the engineers.

I currebtly do 3) but considering the low payout if the CG I rather do some boring smuggle or passenger missions just today I already earned 20 million due to smuggle missions. That's more than I will get out of the CG excluding bounty vouchers. But I gonna do my missions again now and got more credits in two days than I can possibly earn in that CG week. Plus I avoided the inconvinience of being trapped as there are no other interesting systems nearby, let alone my fleet. This means I'd only be able to participate at the CG as other activities would require the journey back to the bubble. That said, explorer/passenger missions pay out more the longer and inconvinient the journey is (aka demabding passengers) so why not do the same for CGs? 50-100 million for the 50-25 top percent of players seems reasonable.
 
I'm confused.

You're complaining about the distance to the CG. But you put a tiny FSD on your ship...?

Solution: Use Best Class and A rated/Modified FSD.
You can even transfer in your micro FSD to Maia if you need to have a tiny jump range..:p
 
I've got an extremely tanky Corvette (3K+ H and S) and it still jumps 18LY. So I've no idea what you've done with yours.

Also with all the destinations behind the stars, it takes no extra time at all to scoop because you're going that way anyway.
 
I took a fully combat ready Corvette there. 27 jumps. Wasn't that bad.

Back before we could plot a route to scoopable stars, I'd have probably been standing beside OP RE: Annoying as hell, but these days?... Nah.
 
You are assuming that jump routes are straight forward, which thy are certainly not. For example: I once had to jump through 7 systems with my 7.8 LY Vette for a 15.2 LY total distance. Why? Because the jumprange is so low I can't take direct routes but have to fly all around so I can cross that gap of ~ 10LY between me and my target destination.

Do that in a 7.8 LY heavy tank Vette and we speak again.

That is impressive how nerfed that is, even almost every module filled with hull packages and prismatic shields of all things I can only get to a 10-11ly minimum:

https://coriolis.edcd.io/outfit/fed...hGBCaLJAzODQ===..EweloBhBmSQUwIYHMA28QgIwV0A=

With a decent +50% FSD mod that's 14-15ly ish and lets face it that FSD mod is practically a standard go-to bit of kit now.. Add some lightweight mods on say life support or D grade sensors will help further to about a 17ly range.

The only thing I can assume is you either didn't put a G5 FSD in (unlikely but if so then self inflicted) or you've engineered it adding weight (which is fairly crazy to loose 3ly on!).



The only advice I'd then give is consider taking a few modules off, take out the power distributor sensors and cell banks to add another ~50% to your range
https://coriolis.edcd.io/outfit/fed...hGBCaLJAzODQ===..EweloBhBmSQUwIYHMA28QgIwV0A=

And ship those across as modules for a fraction of the cost it'd take to move your entire ship. Just pick say the heaviest 3 or 4 for transfer before you move out...
 
Just cleaned house in the last batch of CG's - 5 of them all right in the heart of the bubble, top 25% in each.
I don't mind a CG out near Maia - it's only 10 jumps to Maia from where I parked.

Of course, CG's are not obligatory - I've skipped out of plenty of them because I didn't want to fly all the way Over There - like Colonia CG's...
 

Deleted member 110222

D
This is the problem ship transfer brought about.

I've nothing against it, but it's hilarious how some people are fitting the smallest possible drives just to get 0.01% increase in turn rate.

:p
 
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