Greetings CMDRs, long time no see.
As a preface - haven't been playing ED... well, over 2 years by now, nor I intend to. But while building new PC I was wondering which games would look better on new rig and ED came to mind. Idle thinking got me into what ships I own and which one of those would be best suited for long range exploration. Which quickly escalated into full blown comparison list of every ship in game. Out of sheer curiosity.
The best one is: Krait mk II
Absolute worst: ex equo Sidewinder, Viper, Mamba and FDL.
There you have it, end of topic
Yeah, you wish... Disclaimer time. This ranking is not meant to be the ranking. This is my ranking. Created with my specific goals in mind, taking under consideration what I have access to and what are my capabiliities. You may agree with that. You may also don't. Just bare above in mind.
Now - how one compares apples to imaginary star ships? It would be kinda weird compare Adder to Anaconda, everyone knows how brokenly OP Adder is. So, I split the ranking into 3 categories - by ship size so ships compete within their class group. All ships were buit the same way, with the pre-fixed loadout I consider essential (priority list):
Things I took under consideration were:
Small ships ranking
Medium ships ranking
Large ships ranking
All ships together
Some observations:
Anyway, it was an interesting exercise, going back to PC building.
Fare thee well.
o7
As a preface - haven't been playing ED... well, over 2 years by now, nor I intend to. But while building new PC I was wondering which games would look better on new rig and ED came to mind. Idle thinking got me into what ships I own and which one of those would be best suited for long range exploration. Which quickly escalated into full blown comparison list of every ship in game. Out of sheer curiosity.
The best one is: Krait mk II
Absolute worst: ex equo Sidewinder, Viper, Mamba and FDL.
There you have it, end of topic
Yeah, you wish... Disclaimer time. This ranking is not meant to be the ranking. This is my ranking. Created with my specific goals in mind, taking under consideration what I have access to and what are my capabiliities. You may agree with that. You may also don't. Just bare above in mind.
Now - how one compares apples to imaginary star ships? It would be kinda weird compare Adder to Anaconda, everyone knows how brokenly OP Adder is. So, I split the ranking into 3 categories - by ship size so ships compete within their class group. All ships were buit the same way, with the pre-fixed loadout I consider essential (priority list):
- FSD_booster (if ship had single biggest slot, Guardian booster went into it, even at the cost of fuel scoop)
- fuel scoop (biggest available)
- AFMU (biggest available)
- SRV (to break monotonny of constant flight; also to gather material for AFMU ammo and jumponium)
- shield (paranoia mode and extra safety for planetary landings)
- secondary AFMU (double paranoia mode - to fix primary AFMU, just in case)
- SLF (purely for monotonny breaking and that claustrophobic feeling on the very edge of the galaxy, staring at the Void)
Things I took under consideration were:
- single jump range
- overall range (distance before the need to refuel)
- jump to range ratio (fuel efficiency)
- Guardian booster capability
- shields
- SRV
- SLF
- cooling factor
- single jump range. Simple measure - how much distance ship can travel with single jump. Whithin category I took lowest and highest value and set it as a threshold and divided into 10 steps. (max_range - min_range) / 10 = step. Min jump was worth 1 point and extra point was awarded for every:
- 3.715 LY for small ship over it
- 2.787 LY for medium ships over it
- 2.630 LY for large ships over it.
- total range. As with jump, threshold divided into 10 steps, same formula. Min range was worth 1 point with extra point being awarded for additional range of:
- 37.088 LYs for small ships
- 32.541 LYs for small ships
- 25.062 LYs for small ships
- efficiency, measured by amount of full range jumps before need to refuel. Max range / jump distance, rounded down. Result of "2" and lower was worth 0 points, "3" = 1 point, "4" = 2 point, up to 5 points for factor of "7".
- Guardian booster capability - booster class = amount of points. Relevant for S-ships as M and L all can equip the biggest.
- shield and SRV - simple: 1 point if can be equipped, 0 if not.
- SLF - as above but worth 5 points. Irrelevant for S-ships as they all are unable to carry one. Deal breaker for M and L ones.
- cooling - 6 steps, starting at 90-100% power used with 0 points, awarding 1 point for every 10% below 90%, to 5 points if ship runs on less than 50%. Less power used gives more wiggle room when close to star.
- worst ships collected as low as 9 points (21.43%)
- best ships achieved as high as 32 points (76.19%)
Small ships ranking

Medium ships ranking

Large ships ranking

All ships together

Some observations:
- beloved Anaconda is second best, beaten by Orca which can jump equally but has far superior range. Tho lacks SLF
- Type-9 is overall slightly better than Cutter, tho Cutter runs really cool, has all bells and whistles and some spare room
- Beluga efficiency !
- medium ships are no surprise here...
- ... maybe ASP scout beating Python
- small ships there is just one option, DBX
Anyway, it was an interesting exercise, going back to PC building.
Fare thee well.
o7