Ideal build for Long Range Exploration for the ASP

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.
 
That build is pretty good for an explorer/prospector. But if you're only interested in exploring and not prospecting then ditch the cargo bay, mining lasers, and refinery. In the empty slots add more field maintenance units (if you plan on staying away from home for days on end, possibly weeks?)

A smaller fuel tank adds more range since you can't fill it with as much fuel (less weight obviously) so its a choice of either having the safety net of surplus fuel by fitting a larger tank (something that will save your skin when you're surrounded by brown dwarf sectors) or squeezing a bit more range and having to plot your course a little more carefully making sure refuelable stars are in reach if using a smaller tank.

Shields and weapons are surplus once you're 400-500LYs away. There are no longer npcs out that far (unlike in gamma), and the odds of seeing a hostile player are infinitesimal. However on the journey home don't forget you will have to pass through a few hundred light years of possible hostile space when heading back to the frontier, and depending on how long you've been out there and how much heat and fsd damage you have gained, you'll be at your most vulnerable. Wear and tear will weaken your hull by 30% and if your thrusters have dropped below 80% integrity it will be harder to win interdiction attempts.

Really, there is no ideal set up because every trip out and return journey is different. :)

You can build a really flimsy ship that gives you 35.5 LYs range and take your chances, or build a tank with teeth that will pretty much get you there and back with far more safety, at the expense of that range. Or go for something inbetween those two extremes.
 
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I am currently out in an ASP and exploring (currently 1400 ly from Sol).

I also thought bringing the cargo rack and the refinery would be a nice idea to make some extra profit out there.

After a couple stupid mistakes (running into planets, too close to the sun or the rings) quite a few of my modules need repairs.

So next time I will use the extra space for more autofield repair sets.

Well, at least in case I make it back in one piece ;)
 
No matter how good of a pilot you are, you *will* take unexpected damage during your very long flight. Auto-maintenance is important for that reason.

Like Erimus says, it's all about the trade-offs. Your specific goals (and intended destinations) are important to keep in mind. If your destinations do not take you very far away from the galactic plane or are mostly in the core, squeezing tiny bits of range out of your upgrades simply isn't worth it.

Regardless, I personally do not recommend sacrificing Life Support for the sake of any amount of distance. The difference between D and A rating is the ability to survive an additional 20 or 30 jumps, and specifically it'll be the 20-30 jumps you'll make through hostile pirate territory on your way back to civilization. It's cheap compared to the cost of insurance and unless you have a specific destination that requires that hyper-tweaked-out jump range, it's the logical decision.
 
That build is pretty good for an explorer/prospector. But if you're only interested in exploring and not prospecting then ditch the cargo bay, mining lasers, and refinery. In the empty slots add more field maintenance units (if you plan on staying away from home for days on end, possibly weeks?)

A smaller fuel tank adds more range since you can't fill it with as much fuel (less weight obviously) so its a choice of either having the safety net of surplus fuel by fitting a larger tank (something that will save your skin when you're surrounded by brown dwarf sectors) or squeezing a bit more range and having to plot your course a little more carefully making sure refuelable stars are in reach if using a smaller tank.

Shields and weapons are surplus once you're 400-500LYs away. There are no longer npcs out that far (unlike in gamma), and the odds of seeing a hostile player are infinitesimal. However on the journey home don't forget you will have to pass through a few hundred light years of possible hostile space when heading back to the frontier, and depending on how long you've been out there and how much heat and fsd damage you have gained, you'll be at your most vulnerable. Wear and tear will weaken your hull by 30% and if your thrusters have dropped below 80% integrity it will be harder to win interdiction attempts.

Really, there is no ideal set up because every trip out and return journey is different. :)

You can build a really flimsy ship that gives you 35.5 LYs range and take your chances, or build a tank with teeth that will pretty much get you there and back with far more safety, at the expense of that range. Or go for something inbetween those two extremes.

Yea, well since i plan to run away from everything, i don't plan on fighting. :p

So maybe instead of a class 3 shield, going for the massive class 6 might be better down the road once i have the cash. I only have the cargo hold as a place holder cuz i have no idea what else to put in that slot. Maybe either shield or a class D, size 6, field maintenance unit.
 
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