Does FD really think this is "healthy" balance?

Perhaps, but it irrelevant to this tread, it about FDL. And, in my opinion, FDL must have bigger fuel tank, of course you free to disagree with it ;)

Well my point was unscoopables did not make it impossible as you suggested, since you are saying a fuel scoop did not help the FDL as it could not get past them, denying economic routes as a means also.
You brought in the comparison to the Sidewinder which you felt supported your assertion but when it did not you say the comparison is " irrelevant to this t(h)read" so I don't see any point in discussing any further, since I am sure it will just be labelled as " irrelevant to this t(h)read" until you only have positions that agree with you
 
Hello Commanders!

The Fer-de-Lance is a prestige warship. With exceptional speed and firepower, it can generally dictate terms of combat better than any other ship. It has a specially constructed hull that is inherently more resistant to smaller weapons than any other ship and it's the fastest, most manoeuvrable ship to mount a huge weapon hardpoint. Fully kitted out and in the hands of a skilled pilot, there's no single adversary that can't be overcome.

In short, it's an unqualified combat monster.

Clearly, it's a heavily specialised vessel, and specialisation within a role comes at a cost - a poor jump range that prohibits useful exploration and limited storage that makes it a poor trader.

Travel distance is a factor that we don't want to ignore when developing ships; we think it's a valid part of the equation when looking at ship balance and differentiation.

In addition, season 2 will hopefully see the introduction of ship transportation, allowing Commanders to have vessels transported to their current location. This should further help Commanders fly the ship they want to fly, at the location they want to be at.

Put your money where your mouth is.
I'll bring my python and prove you wrong real quick :D
CMDR Athanos Kerensky
 
I totally get that jump distance is an attractive stat, and some 'convenience factor' is a good non-tangible dial to tweak for ship balance.

And yet, I think the low end of the a-rated jumprange scale is just 1 or 2 LY too low. I'd like to see a reasonable combat fit for any ship, A rated, hit 13, 13.5 LY stock minimum. That's all it would take, such a minor distance could turn some of those 15 jump journeys into 8 jump journeys.
 
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Well my point was unscoopables did not make it impossible as you suggested, since you are saying a fuel scoop did not help the FDL as it could not get past them, denying economic routes as a means also.

I never say it impossible, it just uncomfortable and annoying. In FDL i starting to worry at EVERY unscoopable star, i MUST go to galaxy map to check my route, over-wise i risking to find myself in situations when Fuel Rat will be only hope to survive, i don`t like it at all. When i in corvette, with same jump i can start to worry only after 2-3 unscoopable stars in row.


You brought in the comparison to the Sidewinder which you felt supported your assertion but when it did not you say the comparison is " irrelevant to this t(h)read" so I don't see any point in discussing any further, since I am sure it will just be labelled as " irrelevant to this t(h)read" until you only have positions that agree with you


I brought the comparison to the Sidewinder because i think that FDL should be better that most cheapest ship in the game in every aspects. But i don`t really see any point to prove that Sidewinder can reach Beagle Point, sure it can, it was already done, so what?
 
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Hello Commanders!

The Fer-de-Lance is a prestige warship. With exceptional speed and firepower, it can generally dictate terms of combat better than any other ship. It has a specially constructed hull that is inherently more resistant to smaller weapons than any other ship and it's the fastest, most manoeuvrable ship to mount a huge weapon hardpoint. Fully kitted out and in the hands of a skilled pilot, there's no single adversary that can't be overcome.

In short, it's an unqualified combat monster.

Clearly, it's a heavily specialised vessel, and specialisation within a role comes at a cost - a poor jump range that prohibits useful exploration and limited storage that makes it a poor trader.

Travel distance is a factor that we don't want to ignore when developing ships; we think it's a valid part of the equation when looking at ship balance and differentiation.

In addition, season 2 will hopefully see the introduction of ship transportation, allowing Commanders to have vessels transported to their current location. This should further help Commanders fly the ship they want to fly, at the location they want to be at.

Good points.

But does this mean the ship is incapable of missions effectively?

I would love to have an extra utility slot. NO, not for fuel scoop or fuel tank or cargo... well, actually, yes cargo. And limpets. And SRV hangar.

All I'm asking is 1 more. Make it class 2. I don't need a big one either.

But as of now, it's not good for missions either. Not even combat-related missions......
 
Why arwe you flying it then for Missions ? :D

Actually for combat Missions its fine, you just have to juggle a bit with the "usual" equipment. tsts

If you want a good Missionship - fly an ASP, Python or Conda - and you can mix your missions as you like. Going hunting ? Swap to your FdL or FAS.
and if you really really so much in love with teh FdL and cant fly anything else - then just get your jumprange fix from Mrs. Farseer.

Cheers!
 
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