Ship Builds & Load Outs Getting around the galaxy?

Hello fellow Commanders!

I've just got back into the game from just over a year of not playing. I need advice regarding getting around the galaxy without any mods or engineer help. Just basic, off-the-shelf modules. I presume the best, most efficient way is still an Asp Explorer? Another concern is how to get around the galaxy, still basic modules, but in something with a bit more pew-pew power? I thought I could do it in my favorite Python, but I'm looking at a measly 17LY jump range. The Vulture is around 17-18LY.

Thanks!
 
Vulture is bad at jumping, especially with modules good for combat. When I travel, I jump into a Cobra MK III and have my Vulture shipped to me (yeah it costs money, but it ain't that bad), if I need to fight.

This is what I used to do a 6000 LY Trip for a passenger mission and exploration: https://coriolis.edcd.io/outfit/cob...02i2f.AwRj4yKA.Aw1/kA==.&bn=GoingOutsideCobra
Works like a charm and it is cheap enough to not worry about rebuying stuff.

An ASP or a Diamonback is of course very good too, but unless you plan to do the longest jumps and travel to regions where you need that <30LY Jump Range, the Cobra will do.
 
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Hello fellow Commanders!

For a budget way to get around, I suggest investing in a shuttle.
https://coriolis.edcd.io/outfit/hau...3f2-00-02023u00.Iw19A===.Aw19A===.&bn=Shuttle

Cheap, decent jump range, and can swap out cargo bays for scoop, scanner, and passenger compartments. While it means more frequent scoops than an asp, for getting around the bubble and using a size 3 scoop this is rarely an issue and is a very quick refill. The low rebuy cost also means low cost to have it moved wherever you are so remains very useful alongside having other specialized craft.

For a distance fighter/passenger transport, I would go with either an imperial courier or diamondback explorer at the lower ends, python and anaconda at the higher ends.

Beyond that, you kinda need to either start engineering to push specialized craft above that 15-20ly range, or use multiple ships; one to move around and one to do things nearby, and just pay the transport costs.
 
Thanks for the replies guys!

Here's my current Asp fit with a 27-30LY jump range; I wonder if it's possible to get any better jump range without doing any Engineer mods? I've got a few million credits in the bank so no need for a "budget build." I just want to get around quick. This is a modification of my "Robigo runs" build from when I was last playing.

My concern here is that I don't really consider the Asp to be a "fighter" ship, so I was looking for something for more "teeth" but still had a decent jump range. Cmdr Hobgoblin's suggestion of a Cobra MK III seems decent and I always loved the Cobra, but once I arm up that build, the jump range goes down quick. For 2x 2F multi-cannons and 2x 1E beam lasers and bumping the engine to 3A, thrusters to 4A, and shields to 4A, the jump range goes to 22-23LY. The Asp fit I linked has better shelds, more weapons, and better jump range. I tried fitting a Diamondback Explorer for a jump range of 29-31LY.... and it's only advantage is a slightly better jump range. Maybe a little more teeth with regards to a 3C multicannon and 2D beam lasers... The Asp fit still beats it for shields, armor, total jump distance...
 
I also tried looking at Anaconda fits but for a fully-weaponized Anaconda, my jump range drops to 20-21LY...
 
Well, if you have Horizons you could try making some Jumponium, for when you need a major jump boost (but make sure to carry plenty, so that you can backtrack if you find yourself in a dead end), and this can (for one jump per boost) double your jump range (when you find the rare materials), with range boosts of 25%, 50% and 100%.
 
You are looking for a cookie-cutter, allround ship that just does not exist. I mean, it really depends what you want to do with it, but every specialized ship is going to be more efficient at it. Maybe sans the conda.
Which is why my Vulture is fitted for Combat only and my Cobra for Exploration only. When I need to go somewhere, I use my Cobra and have my Vulture transported there.
Or I use my Type 6 to do transport missions etc pp.
 
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Thanks for the replies guys!
My concern here is that I don't really consider the Asp to be a "fighter" ship, so I was looking for something for more "teeth" but still had a decent jump range.
An ASPx can be very capable in combat until you're in the Master+ range and regularly facing ships with engineering mods.

https://coriolis.edcd.io/outfit/asp...532f.Iw18WQ==.EwRgDMZWLt+yrEQ=.&bn=Combat Asp
https://coriolis.edcd.io/outfit/dia...00030404B3mg2v022f.Iw1/kA==.Aw1/kA==.&bn=Taxi
compared to a Python
https://coriolis.edcd.io/outfit/pyt...k34020201.Iw18eQ==.Aw18eQ==.&bn=Battle Python
and a FGS
https://coriolis.edcd.io/outfit/fed...5d5d2o2f.Iw18RQ==.Aw18RQ==.&bn=Combat Gunship

I think some of your problem lies in the fact that what you're used to having just doesn't work with most combat vessels. Combat ships are not meant for long distance travel in the same way that a stripped down exploring craft is. And this makes perfect sense, the general usage of these ships is either within system or within a 10-15ly bubble around a single system. Your concepts of distance and average jump range that missions look for may have been skewed by race runs. Things like max sized scoops, fuel tanks, docking computers don't make sense for combat or even general purpose craft. Anything in the 15+ unladen range is more than sufficient.

A fuel tank is extra tonnage that will always be filled as you move around the bubble. Sure, it might mean scooping less frequently and when paired with the largest scoop you can fit, means very quick refill stops. But inside the bubble it is very rare that you find a stretch of 3 or more planets that you cannot scoop from when you're not stuck to <10 ly jump ranges. The bothers of more frequent refueling can be overcome partially by slowing to half speed as you move past the star (allowing you to dip closer) towards your next destination and saving your longer refueling stops for those stars that are unexplored since you are sitting there for several seconds scanning it anyway. It might not be ideal in your opinion, but it is entirely viable.

Docking computer? I don't even know where to start. This is something that takes up significant power, increases the amount of time it takes to dock at a station, and comes with the added bonus of occasionally deciding to slam you into the side of a station. Learn to dock manually. Learn how to dock manually when you're boosting to within 1km of the dock and using your landing gear as an airbrake. Much quicker and arguably more reliable.
 
Thanks for the replies!!


You are looking for a cookie-cutter, allround ship that just does not exist. I mean, it really depends what you want to do with it, but every specialized ship is going to be more efficient at it. Maybe sans the conda.
Which is why my Vulture is fitted for Combat only and my Cobra for Exploration only. When I need to go somewhere, I use my Cobra and have my Vulture transported there.
Or I use my Type 6 to do transport missions etc pp.
I'm not looking for an all-around ship; I'm just looking for two. One is the best "move around the galaxy" ship that has a good jump range. It seems that the Asp Explorer is still the best ship for this job. The second is a more combat-focused ship but still with good/acceptable jump range. The Cobra fit you linked does not even have M-sized weapons. On a combat fit vs. the Asp, the asp has 2 more S-sized weapons, has better shields and armor, etc. For the second ship, I want it to have more "teeth" than the Asp, meaning more weapons and I'd trade jump range for that. Being more combat-oriented, I'd also expect the second ship to have more shield capacity. So I guess the question is: which ship beats the Asp Explorer in terms of weapons but still has a decent jump range?


An ASPx can be very capable in combat until you're in the Master+ range and regularly facing ships with engineering mods.
What is a "Master+ range"??


I think some of your problem lies in the fact that what you're used to having just doesn't work with most combat vessels. Combat ships are not meant for long distance travel in the same way that a stripped down exploring craft is. And this makes perfect sense, the general usage of these ships is either within system or within a 10-15ly bubble around a single system. Your concepts of distance and average jump range that missions look for may have been skewed by race runs. Things like max sized scoops, fuel tanks, docking computers don't make sense for combat or even general purpose craft. Anything in the 15+ unladen range is more than sufficient.

A fuel tank is extra tonnage that will always be filled as you move around the bubble. Sure, it might mean scooping less frequently and when paired with the largest scoop you can fit, means very quick refill stops. But inside the bubble it is very rare that you find a stretch of 3 or more planets that you cannot scoop from when you're not stuck to <10 ly jump ranges. The bothers of more frequent refueling can be overcome partially by slowing to half speed as you move past the star (allowing you to dip closer) towards your next destination and saving your longer refueling stops for those stars that are unexplored since you are sitting there for several seconds scanning it anyway. It might not be ideal in your opinion, but it is entirely viable.

Docking computer? I don't even know where to start. This is something that takes up significant power, increases the amount of time it takes to dock at a station, and comes with the added bonus of occasionally deciding to slam you into the side of a station. Learn to dock manually. Learn how to dock manually when you're boosting to within 1km of the dock and using your landing gear as an airbrake. Much quicker and arguably more reliable.
Combat - I agree with what you say about combat craft. That's why I'm not looking at things like FDL. However, what I am looking for is something that is more combat-capable than an Asp that still has decent jump range. Does this ship not exist? I think this has something to do with my mindset as well. I've never fought in an Asp and like I said, I never considered it to be a combat ship. I've had hours and hours of combat in a Cobra, Vulture, Python, FDL, and even an Anaconda and these ships I consider combat vessels. However, I don't want to end up in a combat-fit FDL with 12-13LY jump range.

Fuel Tank and Fuel Scoop - I could take that out, but I like the extra "safety net" it gives me. Suggestions on what to put there instead? Shield Cell Banks?

Docking Computer - This is just me being lazy really. I loved using this back in the day when I was doing trade runs in an un-shielded Type-9. This allowed me to plan for the next leg of my trip as the DC was taking the ship into the station. Now I just use it once in the station (past the slot) to guide the ship onto the pad. Again, easy enough to take it out, but what to put there instead? For 0T weight, on priority 3 or 4, it's my guilty pleasure.
 
I understand that you want a capable ship to start with. I was only mentioning "Jumponium" for when you have to make a major jump. I have an A Rated Asp Explorer (with weaponry and shields), and she can jump 25ly un-boosted (she has not had any Engineering work done on her either).
 
I understand that you want a capable ship to start with. I was only mentioning "Jumponium" for when you have to make a major jump. I have an A Rated Asp Explorer (with weaponry and shields), and she can jump 25ly un-boosted (she has not had any Engineering work done on her either).
Thank you for that suggestion! I don't even know what Jumponium is, but I'll find out how to make it and be sure to keep it in mind! :D
 
Thanks for the replies!!
What is a "Master+ range"??

Meaning that you're at Master or higher rank in combat. Once you cross into Master there is a sudden and major jump in the strength of things you will encounter, both with what interdicts you, what gets generated for missions (and now the sudden attacks that are sent against you) as well as what appears inside CZ and RCZ. 3/4 of what gets sent against you ends up being Dangerous rated or higher, meaning high chance of both combat fitting (higher shields, armor, scbs, ect) as well as now engineering modifications on those things. In face of these things, the asp starts to be lacking in situations where you don't have the benefit of first strike positioning (being interdicted). Otherwise, the combat asp I linked works extremely well and was my go-to ship until I earned the money to branch out further. I still prefer it for mission running to my Python just because of the lower rebuy costs. 42 cargo is more space than most missions need, 22 laden jump range is enough to move around, and it still has enough thrust to run away when you need it.

My original suggestion is still a viable option. Have a ship that you can use to jump around the bubble, then a combat focused ship for local work that you can just have moved to your location once you move somewhere you like. If using an asp, this means having enough cargo space to run some quick boomtime missions to pay for the transport cost while giving you something to do while the time ticks by.
 
Not yet Master in Combat, but not far off :( Once I'm at Master or higher, what would you suggest?

The reason I'm looking for a combat-oriented travel ship is for use when I want to feel "more secure" when travelling. Maybe for going to anarchy systems, or for exploring RES sites. If I just wanted something that can work inside a system, I'd just find the most bad- fighting ship I can and not bother with the jump range, but that's not what I'm looking for.
 
Not yet Master in Combat, but not far off :( Once I'm at Master or higher, what would you suggest?

Getting used to swearing profusely when you keep getting killed by random pirates interdicting you while the missions you're running all decide that they're going to have other ships hunting you down. 1m lost in cargo, 1-2m lost in ship rebuy cost, then another bit of money lost in fines for not completing the mission, plus time lost. It is essentially the point after which you cannot use pure cargo vessels or any ship which you cannot completely outfit to combat capability the moment you buy it unless you are content with the idea of immediately losing it. Getting used to the idea that there is no "more secure" feeling as you'll be repeatedly interdicted along a 1,000 ls trip to a station in a high security system, with an empty hold and still open fire just because you are there. Or maybe I'm just lucky.

Before crossing to Master, I could run around with a type-7 doing cargo runs and mostly survive the eagles and vipers that interdicted me. After crossing to Master... nothing but FAS and similar class ships interdicting and killing me almost immediately. It gets you into a mentality of realizing that either you accept the lower jump range of a combat fitted ship, or you accept the frequent death and loss of credits just doing loop runs between high and medium security systems while also accepting the fact that you can no longer fuel scoop in empty systems since the game will magically cause an anaconda to appear behind you and immediately interdict you, with or without cargo. But could just be my luck.
 
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