Exploration ship builds - range over functionality

I have a couple of Torval mining lances. OK for activating Guardian stuff or shooting asteroids for raw materials. I'd rather not have to fight with them though.

Annoying that I can't engineer them, but at least they only weigh 2t each.

I might add a couple of large torpedo launchers with G5 Lightweight, 1.6t for eight reverb cascade torps might give someone a nasty surprise one day.
 
I choose and outfit ships to achieve my intended purpose, primarily. If it can do more, so much the better, but I would not call that a personal requirement.

In this case, if my intended purpose is going to the fringes, then a I choose a ship that can do that, and outfit it accordingly.

If I am not doing that particular, specific activity, then any (Engineered) ship in the game will do the job just fine.

Riôt
 
Yes.

I always say that "no weapons" and "enough weapons" are both ok, but anything in-between is bad. A weedy loadout will not beat an attacker but will slow you down while running away. I therefore don't carry weapons on an exploration ship.

Once you've decided not to carry weapons, power requirements are reduced. It's therefore often logical to undersize (but A-rate) the power plant. Distributor requirements are also less.

I wouldn't go without a decent shield though.

Exactly ! That was the dilemma I mulled over for a while. There's no point in taking anything less than a strong combat loadout. If you are interdicted on the way back would you run or risk combat ? Even with some weapons on board I would still run as the risk of combat isn't worth it. Everything to lose and little to gain. So for exploration you might as well pack a mining laser only.
 
The one "combat" module that I used to think was not that important for exploration, but I changed my mind on, is the shield generator. After a couple of bellyflops in high-G worlds, all my exploration builds now include a reinforced shield. Since bouncing off the dirt is absolute damage, I don't bother with resistances; it's all about the MJ.
 
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The one "combat" module that I used to think was not that important for exploration, but I changed my mind on, is the shield generator. After a couple of bellyflops in high-G worlds, all my exploration builds now include a reinforced shield. Since bouncing off the dirt is absolute damage, I don't bother with resistances; it's all about the MJ.

You gotta love that feeling when your ship's falling, out of control, on a 4g world, you've got a scrawny PDist that can only make one boost so you go FA-off, point the nose at the stars, hit the boost button and hope for the best.

No pressure. [where is it]
 
You gotta love that feeling when your ship's falling, out of control, on a 4g world, you've got a scrawny PDist that can only make one boost so you go FA-off, point the nose at the stars, hit the boost button and hope for the best.

No pressure. [where is it]

Incidentally, the guardian shield reinforcement is an interesting critter: I've noticed that in some cases you can get better shields from a smaller generator and a GSR than you can with a bigger shield gen. Since it's classed as a military module, it also opens up some previously unavailable options for people wanting to explore in "military" ships like the Viper Mk.IV.
 
You gotta love that feeling when your ship's falling, out of control, on a 4g world, you've got a scrawny PDist that can only make one boost so you go FA-off, point the nose at the stars, hit the boost button and hope for the best.

No pressure. [where is it]

I don't fly with scrawny distributors. I honestly love chain boosting around planet surfaces and asteroid fields, plus it's saved my bacon a few times while trying to land on high G worlds.

I do downgrade to a D distributor one or two sizes below stock to save mass, but then I engineer it for engine focus to bring it back up to performance. Works very well.
 
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