Type 7 now makes a decent explorer especially if engineered, she's a bit on the big side but handles well thanks to a recent mass reduction. It's a surprisingly satisfying beastie to fly.
- Shield
- Fuel Scoop
- Cargo
- Fuel Limpet
- AFMU 1
- AFMU 2
- Repair Limpet
- ADS
- DSS
- SRV bay
- Guardian FSD booster
- Fighter (for multicrew derping, or exploration miniship maybe)
- (optional) Collector limpet
- (very optional) Extra tank!
- (SUPER optional) Docking computer
- (would be nice) Hull reinforcement
- (would be nice) Module reinforcement
And that's not counting running into something neat, and being unequipped with recon or research limpets, which would be a neat thing to add as well, scattered around. Put in a dozen things scattered 20k-50k ly away from Sol in random places, see if people hit any of them.
Now we have things like Recon Limpets and Research Limpets. Frankly, these should be *mandatory* for any dedicated exploration vessel. Take a look at space probes, the mars rover and the like. These things aren't decked out clean-skin and thrown into space with no systems on board. Instead, they're decked out with all sorts of things to collect information or interact with the world around them. When we "explored" the moon, did we just go there, say "nice moon" and leave? Obviously not.
That's because anything with a bucket-load of optional slots that has a decent jump range is good for all kinds of roles.
Not if you only give it one hard point LOL.
The biggest issue with negating hardpoints and so forth is that Frontier hasn't yet drawn any clear boundaries as to their design intent with ships in regard to specialization or multiroling.
Consistency- if you will.
Specialize them, or don't.
Make them all multiroles, or don't.
They first need to make up their minds as to which direction they want to travel by reviewing the Galaxy map... but it appears they just want to engage hyperspace without setting a nav point.
Point is, we can all sit here debating detailed module placement, jump ranges and everything else under the stars, but if Frontier doesn't even have a clear direction we're just wasting a lot of time discussing it all.
The biggest issue with negating hardpoints and so forth is that Frontier hasn't yet drawn any clear boundaries as to their design intent with ships in regard to specialization or multiroling.
I would rather see a bunch of different SRV's come out of the design room then anymore ships.
Sure; if they use the same module bay to hold. What if, as is often the case, Frontier simply invent yet another module? More modules. I too, would like more options for vehicular transport. However I think either proliferation consideration, and or ship changes also need to occur, to make that a positive outcome.
They've specifically said that new SRV types would use the same planetary vehicle hangar, though possibly more than one slot in it.
The FDL, arguably still the best pure combat ship, has no military slots (and fewer non-military internals than most other combat ships, too)Yes indeed, the single highest parameter for an exploration ship is it's jump range. Everything is built around it. In the same way that the combat ships are built around large power distributors, military slots, and centerlined hardpoints.
Yes. And since this is combat, not mining, and the targets move and fire back, agility is extremely important.but it's their ability to get as much firepower on target as possible in a short amount of time while minimizing the amount of damage taken in turn
I'm aware that I'm an outlier, but...
Jump range is not the deciding factor for me when choosing an exploration ship. Visibility and SC handling are more important- probably because the way I explore involves an awful lot of flying around in SC and looking out of the window.
So I fly an AspX with two empty module slots and a 48LY range. I intend to try the Kra2t at some point which will mean even more empty slots - once I've got bored with collecting mats in the 'IS EXCLUSIVE", my Cobra IV.