Hey guys,
I was doing some searching and haven't really found anything for the ASP, so I wanted to put my proposed build out there so that I would get feedback on what I actually need and what isn't needed. So here we go:
Hardpoints:
No Weapons, MAYBE a couple mining lasers if you find that elusive pristine metallic gas giant ring and want to have a go of it.
3x Heat Sinks
1 Chaff
The reason I put this is because heat is your biggest enemy more than anything else. The idea is that if I get interdicted, I would simply submit, boost like there's no tomorrow and immediately jump out.
Internals:
Bulkhead: None (maximize jump range)
Power Plant: Class A ideal, although I think Class C or B might be ok? 5m for class A is a LOT. But heat management is crucial
Thrusters: Class D (maximize jump range)
Frame Shift Drive: Class A (Mandatory for maximum jump range)
Life Support: Class D (increase jump range, plus if you end up needing it over 200 LY, you are generally screwed anyways).
Power Distributor: Class D (maximum jump range)
Sensors: Class D or the lightest you can possibly get (maximize jump range)
Fuel Tank: Max. (I've seen how they say "oh, limit tank to increase range", but honestly I want to keep my tanks full because running out of fuel = game over, and you can't run that risk that you'll enter an area full of unscoopable stars. If you really need the jump range, to get to a particular star that you can't get to ANY OTHER WAY, then you can hop back and forth and decrease your tank till you got the desired range).
Class 6 Internal: 64 slot cargo (no idea, what else to put there)
Class 5 Internal: Class A Fuel Scoop (I would go with a size 6 scoop, but the sheer cost of 7m for a class A class 6 scoop is still a bit high for me).
Class 3 Internal: Class A Auto Field Maintenance Unit? (On maybe the off chance some of your modules get damaged?)
Class 3 Internal: Class A Refinery (If you want to make mining a 2nd past time, or find that elusive pristine metallic gas giant ring within 200 LY of civilization).
Class 3 Internal: Class A Shields (Some would say this is optional, but I feel that this is needed for the first 300-400 LY area on the off chance you get interdicted. You just need enough to survive a few shots and then get out of there. Using Chaff also mitigates the risk further of being hit, so you don't really need better shields than this)
Class 2 Internal: Detailed Surface Scanner (Mandatory)
Class 2 Internal: Advanced Discovery Scanner (mandatory)
So this is where I need help. I'm not really sure what to put in the class 6 and two other class 3 Internals. Any feedback would be appreciated. I will edit this post based on what I think is great advice.
I was doing some searching and haven't really found anything for the ASP, so I wanted to put my proposed build out there so that I would get feedback on what I actually need and what isn't needed. So here we go:
Hardpoints:
No Weapons, MAYBE a couple mining lasers if you find that elusive pristine metallic gas giant ring and want to have a go of it.
3x Heat Sinks
1 Chaff
The reason I put this is because heat is your biggest enemy more than anything else. The idea is that if I get interdicted, I would simply submit, boost like there's no tomorrow and immediately jump out.
Internals:
Bulkhead: None (maximize jump range)
Power Plant: Class A ideal, although I think Class C or B might be ok? 5m for class A is a LOT. But heat management is crucial
Thrusters: Class D (maximize jump range)
Frame Shift Drive: Class A (Mandatory for maximum jump range)
Life Support: Class D (increase jump range, plus if you end up needing it over 200 LY, you are generally screwed anyways).
Power Distributor: Class D (maximum jump range)
Sensors: Class D or the lightest you can possibly get (maximize jump range)
Fuel Tank: Max. (I've seen how they say "oh, limit tank to increase range", but honestly I want to keep my tanks full because running out of fuel = game over, and you can't run that risk that you'll enter an area full of unscoopable stars. If you really need the jump range, to get to a particular star that you can't get to ANY OTHER WAY, then you can hop back and forth and decrease your tank till you got the desired range).
Class 6 Internal: 64 slot cargo (no idea, what else to put there)
Class 5 Internal: Class A Fuel Scoop (I would go with a size 6 scoop, but the sheer cost of 7m for a class A class 6 scoop is still a bit high for me).
Class 3 Internal: Class A Auto Field Maintenance Unit? (On maybe the off chance some of your modules get damaged?)
Class 3 Internal: Class A Refinery (If you want to make mining a 2nd past time, or find that elusive pristine metallic gas giant ring within 200 LY of civilization).
Class 3 Internal: Class A Shields (Some would say this is optional, but I feel that this is needed for the first 300-400 LY area on the off chance you get interdicted. You just need enough to survive a few shots and then get out of there. Using Chaff also mitigates the risk further of being hit, so you don't really need better shields than this)
Class 2 Internal: Detailed Surface Scanner (Mandatory)
Class 2 Internal: Advanced Discovery Scanner (mandatory)
So this is where I need help. I'm not really sure what to put in the class 6 and two other class 3 Internals. Any feedback would be appreciated. I will edit this post based on what I think is great advice.