How to get the shields of your exploration ship right?

Well you don't have to have the shields on all the time, so if there is enough things to turn off on your ship, when you are landing, that gets you enough MJ, then take a nice shield but just power it on when landing. Turn off the fuel scoop, cargo hatch, computers, afmu, even life support if you have to, if you can land within 10 minutes. The distributor can strengthen your shields so you probably want it but a size 1 distributor shifts as much power between systems, engines, and weapons as a large one, it just can't store as much or recharge that storage as fast. You can power off your FSD while landing and power it up after take off. All told you can probably get plenty of juice for a really nice shield if you turn off all unneccessary systems while landing on an high G planet.
 
I am one of the worst pilots in the galaxy. Dispite that the only time I have serious problems on high G planets is when i didn't look before attempting to land. Even then it has been months since I faceplanted on a planet hard enough to destroy my ship. I find my D rated shields more than enough in most situations to absorb the damage caused by my ineptitude.

Which is why I work on attaining the skill to do so.
You want people to attain skills... thats a big ask in this game :)
 
We lost a Cmdr recently on a 2g world when he accidentaly hit FA off and couldn't remember what the keybind was.

Decent shielding vs losing months of data (at least until FC's) is well worth trading a few ly's for.

Achenar is a good place to test and practice in the bubble, but there are a few 10+g worlds out there.

11.01g is the highest landable one currently and it also has the reported Codex entry for an Anemone type...... big thank you to the Cmdr that got the 1st discovered there lol 😀
 
Of course, if you want to max out your shields on an explorer (at the cost of jump range) that is your choice. It is your ships, your game time and your play style that matters and impacts no one but yourself, so op as they like to say "play your way". Whatever you choose is kewl. The important thing is to have fun. :)
 
Of course, if you want to max out your shields on an explorer (at the cost of jump range) that is your choice. It is your ships, your game time and your play style that matters and impacts no one but yourself, so op as they like to say "play your way". Whatever you choose is kewl. The important thing is to have fun. :)
I just want to find a nice compromise between all of these factors. I don't want to go out with a build that gives me less shields, consumes more power and weights more than another.
 
Sure, if I wanted to die while trying to land on a high gravity planet.

You could always get better at landing on high gravity planets. Not meant as an insult but standard shields for exploration ships are exactly what Shir suggested - smallest class that will fit on your ship, D rated and usually enhanced low power with the stripped down experimental.

If you need more than that fair enough, I'm not judging you, but you're probably the best judge of how much is enough for you.
 
I just want to find a nice compromise between all of these factors. I don't want to go out with a build that gives me less shields, consumes more power and weights more than another.
I build both my exploration ships to max out jump range, so run D rated stuff where feasible. If your worried about faceplanting planets, bump up your shields a bit. I personally find boosters to be a not worth the loss of jump range, but other cmdrs may disagree. One of the things I do like about ED is that you can personalise your ship to do what works best for you (unless your following some sort of meta).

Perhaps give different things a try, find a nice high G planet in the bubble and practice (if you die you can relog into base game, undo what just happen and relog back into horizons, its a bit of an exploit, but appears to be allowed, avoiding rebuy etc). That will help you decide what is the best compromise for you and may teach you something that will help out in the black.
 
I am a believer in fitting suitable shields to match your play and flight style. I'm hard on my ships and a somewhat reckless flyer so buffed shields are a must for me.
An extra bit of weight on shields won't matter much whilst exploring but a crappy lightweight one might just end your trip.
 
You could always get better at landing on high gravity planets. Not meant as an insult but standard shields for exploration ships are exactly what Shir suggested - smallest class that will fit on your ship, D rated and usually enhanced low power with the stripped down experimental.

If you need more than that fair enough, I'm not judging you, but you're probably the best judge of how much is enough for you.
going from a 6d to 3d generator gives me less than one lightyear in return. it's a ridiculous gain. all i want is to know a way for me to caculate the best result without having to go through each one of the possible builds, because there are tons of them.
 
going from a 6d to 3d generator gives me less than one lightyear in return. it's a ridiculous gain. all i want is to know a way for me to caculate the best result without having to go through each one of the possible builds, because there are tons of them.
it will let you checkout any build you want without having to purchase or swap out modules.

Edit: I do wish the engineering showed the different upgrades before applying them do to jump range etc in actual terms instead of just some percentages. I use this site to get around that.
 
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