Imperial Explorer What if?

This ship comes out kind of cool. I came up with 3 8 2 9 slots and 3 7 slots. It seems very combat oriented. I couldn't get the 1996 reference in though.

***This ship would be unlocked at rank King with the empire! It could even be part of a joint operation between fed and imp and Gutamaya and Core Cynamics to make a hybrid. Could require both maxed out lv 14 ranks. It is a corvette and cutter stuck together.

That could make this the Imperial Explorer C variant.

If the below items offer too many cheap options, only A variants and more expensive version like the Bi-Weave/Prismatic Shields could be available. Then no cheap solutions can be bought for 9 slots. This could go for everything, especially the Fuel scoop!

Maybe the limpet controllers still get options below A so you can fit them. Unless it's not needed.

Although the lower priced ones give nice options if you use less than a 8AFSD.

9 size slots:
All 9 sized Fuel scoops: (estimates not necessarily accurate)
9A: Cost: 916,265,169; Scoop Rate: 2.181; Power Draw: 1.27mw; Integrity: 204
9B: Cost: 229,066,292; Scoop Rate: 1.869; Power Draw: 1.088571429mw; Integrity: 238
9C: Cost: 57,266,573; Scoop Rate: 1.557; Power Draw: 0.9071428571mw; Integrity: 170
9D: Cost: 14,316,643; Scoop Rate: 1.245; Power Draw: 0.7257142857mw; Integrity: 102
9E: Cost: 3,435,994; Scoop Rate: 0.933; Power Draw: 0.5442857142mw; Integrity: 136

Presumed 9 shield:
9A Prismatic: Cost: 773,098,744.1; Mass: 640; Integrity: 204; Power Draw: 9.45?; Min mass: 1350; Optimal mass: 2700; Max mass: 6750; Regen Rate: 1.8; Broken Regen Rate: 6.66
9D Bi-Weave: Cost: 85,899,860; Mass: 320; Integrity: 170; Power Draw: 4.5?; Min mass: 1350; Optimal mass: 2700; Max mass: 6750; Regen Rate: 7.2(7.29?); Broken Regen Rate: 18(18.225?)
9E: Cost: 6,362,950; Mass: 320; Integrity: 136; Power Draw: 2.7; Min mass: 1350; Optimal mass: 2700; Max mass: 6750; Regen Rate: 3; Broken Regen Rate: 12
9D: Cost: 19,088,860; Mass: 128; Integrity: 102; Power Draw: 3.6; Min mass: 1350; Optimal mass: 2700; Max mass: 6750; Regen Rate: 3; Broken Regen Rate: 12
9C: Cost: 57,266,570; Mass: 320; Integrity: 170; Power Draw: 4.5; Min mass: 1350; Optimal mass: 2700; Max mass: 6750; Regen Rate: 3; Broken Regen Rate: 12
9B: Cost: 171,799,720; Mass: 512; Integrity: 238; Power Draw: 5.4; Min mass: 1350; Optimal mass: 2700; Max mass: 6750; Regen Rate: 3; Broken Regen Rate: 12
9A: Cost: 515,399,160; Mass: 320; Integrity: 204; Power Draw: 6.3; Min mass: 1350; Optimal mass: 2700; Max mass: 6750; Regen Rate: 3; Broken Regen Rate: 12

9A SCB: Cost: 76,298,292; Mass: 320t; Integrity: 204; Power Draw: 3.86mw; Duration: 20.69s; Shield reinforcement: 73/s; Thermal Load: 880; Max Ammo: 4(approx: 1510.5mjx4; 1745mjx4 max engineered)


AFMU:
9A: Cost: 89,261,676; Integrity: 196; Power Draw: 4.82; Repair Capacity: 12,500

9E Cargo: 12,447,078, Credits 512 cargo.

Estimate of Class 8 FSD:
8A: Cost: 162,586,470; Optimal mass: 3600t; Max fuel per jump: 20.48(20.625or21?); Thermal load: 45?; Power Draw: 1.05mw; Weight: 160t; Integrity: 188
8A(Increase Range+Mass Manager): Cost: 162,586,478.2; Optimal mass: 6670.4t; Max fuel per jump: 20.48?; Thermal load: 45?; Power Draw: 1.2075mw; Weight: 208t; Integrity: 147.016
8A(Fast Boot+Thermal Spread): Cost: 162,586,478.2; Optimal mass: 4140t; Max fuel per jump: 20.48?; Thermal load: 48.6?; Power Draw: 1.05mw; Weight: 160t; Integrity: 159.8

8B: Cost: 54,195,480; Optimal mass: 3600t; Max fuel per jump: 17.066(17.1875or17.5?); Thermal load: 45?; Power Draw: 0.875mw; Weight: 256t; Integrity: 224
8C: Cost: 18,065,160; Optimal mass: 3600t; Max fuel per jump: 13.6533(13.75or14?); Thermal load: 45?; Power Draw: 0.70mw; Weight: 160t; Integrity: 152
8D: Cost: 6,021,720; Optimal mass: 3600t; Max fuel per jump: 13.6533(13.75or14?); Thermal load: 45?; Power Draw: 0.63mw; Weight: 64t; Integrity: 120
8E: Cost: 2007240; Optimal mass: 3600t; Max fuel per jump: 13.6533(13.75or14?); Thermal load: 45?; Power Draw: 0.56mw; Weight: 160t; Integrity: 136



Limpets:
9A Prospector Limpet: Range: 17,500, Max Limpets: 16, Power Draw: 1.08mw, Integrity: 232, Weight: 360t, Cost: 62,985,600
9A Collector Limpet: Range: 3,000, Max Limpets: 5, Power Draw: 1.28mw, Integrity: 232, Weight: 512t, Cost: 62,985,600
9E Decontamination Limpet: Range: 3280, Max Limpets: 5, Power Draw: 1.5mw, Integrity: 232, Weight: 290t, Cost: 11,809,800
9A Fuel Tranfer Limpet: Range: 3,500, Max Limpets: 16, Power Draw: 1.08mw, Integrity: 232, Weight: 320t, Cost: 62,985,600
9A Hatch Breaker Limpet: Active Range: 8,080, Target Range: 7,980, Hack Time: 0s, Max Limpets: 24, Power Draw: 1.26mw, Integrity: 200, Weight: 320t, Cost: 62,985,600
9E Recon Limpet: Range: 2,300-2,400, Hack Time: 8s, Max Limpets: 1, Power Draw: 1.5mw, Integrity: 232, Weight: 290t, Cost: ?
9A Repair Limpet: Range: 3,500, Repair Capacity: 600, Max Limpets: 5, Power Draw: 1.08mw, Integrity: 232, Weight: 320t, Cost: 62,985,600

Presumed 9 shield:
9A Prismatic: Cost: 773,098,744.1; Mass: 640; Integrity: 204; Power Draw: 9.45?; Min mass: 1350; Optimal mass: 2700; Max mass: 6750; Regen Rate: 1.8; Broken Regen Rate: 6.66
9D Bi-Weave: Cost: 85,899,860; Mass: 320; Integrity: 170; Power Draw: 4.5?; Min mass: 1350; Optimal mass: 2700; Max mass: 6750; Regen Rate: 7.2(7.29?); Broken Regen Rate: 18(18.225?)
9E: Cost: 6,362,950; Mass: 320; Integrity: 136; Power Draw: 2.7; Min mass: 1350; Optimal mass: 2700; Max mass: 6750; Regen Rate: 3; Broken Regen Rate: 12
9D: Cost: 19,088,860; Mass: 128; Integrity: 102; Power Draw: 3.6; Min mass: 1350; Optimal mass: 2700; Max mass: 6750; Regen Rate: 3; Broken Regen Rate: 12
9C: Cost: 57,266,570; Mass: 320; Integrity: 170; Power Draw: 4.5; Min mass: 1350; Optimal mass: 2700; Max mass: 6750; Regen Rate: 3; Broken Regen Rate: 12
9B: Cost: 171,799,720; Mass: 512; Integrity: 238; Power Draw: 5.4; Min mass: 1350; Optimal mass: 2700; Max mass: 6750; Regen Rate: 3; Broken Regen Rate: 12
9A: Cost: 515,399,160; Mass: 320; Integrity: 204; Power Draw: 6.3; Min mass: 1350; Optimal mass: 2700; Max mass: 6750; Regen Rate: 3; Broken Regen Rate: 12

Jump range:
Max: ((1000^(1/2.9))6670.4((20.48/12)^(1/2.9)))/1769.03 = 49.0852171345645 ly <- No boost
Max: ((1000^(1/2.9))6670.4((20.48/12)^(1/2.9)))/1770.33 = 59.5491725653175 ly <- Boost

Imperial Explorer Max Jump 1500t <- Above Formulas
Imperial Explorer Cargo 1500t <- 37.88ly @6.25jumps
Imperial Explorer combat 1500t <- 38.15ly @6.25jumps; Minimum Thrust: 209-211m/s; Top Speed: 289-293m/s; Boost speed: 417-422m/s; Shields: 3029.84; SEHP: 24k/28k; Armor: 3075.48; AEHP: 4768; Cost: 2.50 billion; Rebuy: 125 million
Imperial Explorer Combat 1500t Armored Monstered <- 27.65-28.38ly

Imperial Explorer:
Cost: 522,423,625 (2.5x a cutter)
Base Hull: 1500t
Base Integrity: 1440?
Max Cargo: 1500 (equipped: 1184; assuming: 7AFS , 7DShields, 5GFSD, SA, ADC, +4slot, +3 slot(module/hull enhancements?)
Base Shield: 900
Base Hull: 800
Boost: 27mj
Top Speed: 200 m/s
Boost Speed: 288 m/s
Minimum Thrust: 72%
Pitch: 22 d/s
Yaw: 8 d/s
Roll: 42 d/s
Min Pitch: 18 d/s
Heat Capacity: 360 EDSY(540 according to Detailed Heat Mechanics) Preferably enough to fire 2 Imperial hammers(Short Range+Plasma Slug or High Capacity+Super Penetrator) with overcharged monstered(.5 efficiency) like an armored monstered PP(0.352 efficiency.) on a cutter.(IE, infinitely!)(Edit: or just use armored PP to get the same results.)
Fuel Reserve: 1.44t or 1.5t

Core Internals:
Armor: 1
PP: 8
Thrusters: 8
FSD: 8
Life Support: 8
PD: 8
Sensors: 8
Fuel: 7


Optional Internals: (1500/1184)

9
9
7
7
7
5
5
5 reserve
5 reserve
4
3
1
1

Or if no 9's exist: (1184/1492)

8
8
8
8
7
7
7
5
5
5 reserve
4
1
1


Hardpoints:*** (XL is a new type with access to 4 size turreted or gimbaled where not available previously.)
H or XL
H or XL
L
L
M
M
Alternatively also add:
S
S
Or:
M
M

Utilities: 8?

*** Layout could determine usefulness. Two H would be top and back center with 2 L on top centered on the nose like the corvettes two small hardpoints but different if needed. M's are Wherever. Maybe on the bottom centred or on the side like the mediums on the corvette. You could mix positions from both the cutter and corvette. Fixed weapons should mix in a way to combine HHLL + MM. HHLL as one combo and MM as a second combo if desired.

1578566389901.png

Or:
tgnaoN4.jpg

Or:
1578566955982.png
 
Last edited:
I was still editing. It has a hull weight of 1350 to reduce it down.

Kind of, but at a price tag of 522 million credits.

It can jump at a max of 53ly's at absolute max jump range.

I'm assuming this would be added in context to other things like the Panther Clipper that would have a lot more. It's supposed to go with a fleet of new larger ships.

It's actually the same as the cutter for trade. The jump ranges are almost identical. Mind you the numbers in EDSY are wrong because the 7A represents an 8A FSD and I can't change the fuel or one of the coefficients that are used to calculate jumps.
 
Last edited:
If we have to have another big ship, I would prefer the Imperial explorer be more or less a direct Anaconda clone with Gutamaya style. Out in the deep black in style. Maybe trade some of that magic hull for speed or something else to differentiate it from a conda a tiny bit. Sort of like a FDL and Mamba level of difference.
 
I proposed a boa freight that can get up to 104ly jump range! 8) I figured that one was the actual anaconda clone as they were supposed to be similar. Except I made it much better. Same passenger abilities also.

And the Panther Clipper idea I proposed goes up to 83lys.

I could drop the hull weight down to around 800 and it would have closer to the anaconda jump ranges.

At 800 hull:
Imperial Trader Cargo= 40.5ly
Imperial Trader Max Jump = 75.63ly

A hair higher as you could drop down the shield size and engine size. But this is approximately correct.

I was hoping to make it better to use in combat. It lacks things like a 4 for a convenient refinery. Hoping to push it into the categorey of it's better to use for combat than trade. It has 3 class 8's so it can outdo the cutter in SCB's and a better PD so it can have maxed sheild stats. Haven't decided on Hull/Shield base yet. Edit: possibly 900/450.
 
Last edited:
I think Frontier should do a BelugaX. Beluga's already a fairly popular exploration ship. Just lightweight it, reducing the hull mass and Life Support (no longer needs passenger-carrying equipment) to increase the jump range.

It would cost very little to do; just make enough changes to the hull to justify a separate set of paintjobs. It might actually make Frontier money.

Edit: take out a couple of hardpoints, make one Class 6 Optional a Class 7 for a Fuel Scoop and remove two of the others, convert the third to a Class Five. More weight reduction and stops it being just a longer-range Beluga.
 
Last edited:
Would be nice but with FDev adapting Fleet Carriers to being the end game solo ship I doubt we'll see the Imperial Explorer or Panther Clipper anytime soon (if ever) due to the work involved in implement ships that size (unless the unconfirmed space legs is just confined to walking around the bridge).

CMDR Justinian Octavius
 
OP, your listed cargo capacity is 166 tons too high. The maximum cargo capacity of the Imperial Explorer in FFE was 1785, not 1996 (please refer to the FFE manual).

Also, unless you are prepared to fly ships that make the Type 9 seem like an agile light fighter, please stop suggesting such ships.
 
I doubt we'll see the Imperial Explorer or Panther Clipper anytime soon (if ever)
It would be great if FDev would just tell us what they are working on and what they have set aside or scrapped. The Panther Clipper concept model was out years ago and we have no idea if that's something we should ever expect or if it's been cut.
 
OP, your listed cargo capacity is 166 tons too high. The maximum cargo capacity of the Imperial Explorer in FFE was 1785, not 1996 (please refer to the FFE manual).

Also, unless you are prepared to fly ships that make the Type 9 seem like an agile light fighter, please stop suggesting such ships.
My listed cargo is 1184 plus some extra for shields etc. It's nowhere near 1785 or 1996?!

1350 is 1184+64+64+32+4+2=1350

I assumed it had the 600t like the original and used it's post Class 8 hyperdrive weight. And it's supposed to be like the description that it's better for combat. This is compared to my other ideas and not just stand alone against the existing stuff. This gives it more room as the other ships have more cargo for the same jump range.

When I design these I generally give it a fuel scoop, usually max at 6A, a minimal shield at enhanced low power/low draw, an FSD booster, Supercruise assist, and advanced docking computer. I adjust it a little in the lower ones to get a nice number like 1350 instead of 1348 by adding a 2 instead of a 1. The idea if is you add a fleet of very expensive high end money sink ships they can have new balance in relation to each other.

I was trying to find things like cost/repairs and see if thresholds exist that make it higher and make them harder to run operationally and have them be proper end game money leachers. I'm pretty sure there is a mark where after a certain hull amount all repair prices skyrocket. My corvette and cutter seem to hover above or below this based on how much HP I give it. If I lower it the costs are a lot lower and if I go above it the repairs are all as expensive as any money I make even with small scratches.

There should be ways to balance these with other features like cost.
 
Last edited:
No offense op, but you've been around for a while I believe. Now thought experiments regarding ships are fun but does it really warrant a new thread in suggestions? Do you really think this is the mind blowing design the developers never would have dreamt to have been able to come up witih themselves?

I'm sorry but I don't think so.
 
My listed cargo is 1184 plus some extra for shields etc. It's nowhere near 1785 or 1996?!

1350 is 1184+64+64+32+4+2=1350

I assumed it had the 600t like the original and used it's post Class 8 hyperdrive weight. And it's supposed to be like the description that it's better for combat. This is compared to my other ideas and not just stand alone against the existing stuff. This gives it more room as the other ships have more cargo for the same jump range.

When I design these I generally give it a fuel scoop, usually max at 6A, a minimal shield at enhanced low power/low draw, an FSD booster, Supercruise assist, and advanced docking computer. I adjust it a little in the lower ones to get a nice number like 1350 instead of 1348 by adding a 2 instead of a 1. The idea if is you add a fleet of very expensive high end money sink ships they can have new balance in relation to each other.

I was trying to find things like cost/repairs and see if thresholds exist that make it higher and make them harder to run operationally and have them be proper end game money leachers. I'm pretty sure there is a mark where after a certain hull amount all repair prices skyrocket. My corvette and cutter seem to hover above or below this based on how much HP I give it. If I lower it the costs are a lot lower and if I go above it the repairs are all as expensive as any money I make even with small scratches.

There should be ways to balance these with other features like cost.
Fully loaded weight of the Imperial Explorer in FFE was 1996 tons, with 211 tons of hull mass. Therefore, the ship had 1785 tons of space for equipment and cargo.

Using the 600t hyperdrive weight, this results in a cargo capacity of 1185 tons before fuel scoops, shields, flight assists, etc....

If you are going to try to use stats from the previous games (Like I have said in some of your previous threads, you really shouldn't as it does not give good results), please either do it properly (I know you have access to the manual since I gave you the link to a copy of it) or don't do it at all.
 
A small critique, if I may:

Not trying to be mean but all your ship designs seem op. Not just a bit op, but to the point where other ships in the same class/size are just outperformed on nearly every level.

The Anaconda is currently the best L sized exploration ship in the game, and people complain all the time that it's light weight makes no sense compared to ships like the Corvette and Cutter. It's only like 50 tons heavier than the Python, which really is, in fact, ridiculous.

Your Imperial Explorer throws the Conda in the garbage, after dousing it in gasoline and setting it aflame.

Your creativity is admirable but your consideration for game balance is lacking. You should really look at other ships capabilities and compare them to your own creations just a bit more, before finalizing the stats.
 
It's in context to other ship designs that are supposed to make up a new larger fleet of options. All going up to the 600 million credit range. It's meant to be taken in context with them.

yea, it outperformas the smaller ships. It's also 2.5x the price. Definitely needs work though. I was thinking of giving it larger hull and smaller shields so it's more like the cutter shields not to be as OP. Plus the idea of 9 slots. I think at 900 base shield it only goes up to 1500 shield with a 9A Prismatic. Assuming I have the numbers correct. Can't figure the math on the normal shields quite right yet. I'm close but the numbers don't quite work out correctly.

These are all basically the 8A FSD version of the old ships. So, they are all heavier with bigger cargo and slightly bigger stats potentially.

I was hoping they would add more interesting PC and NPC encounters and maybe make the game more fun. Fighting them might give good redits and XP and be a good challenge.

BTW, I just figured out the correct stats for the 8A FSD. So, I rebalanced them and found the exact base hull tonnage to get their old jump range in comparison to the old anaconda in FFE. This is the correct hull weight for it. So, the rest can be adjusted to make it balance. Still working on most of it. A lot should be doable to change maneuverability and other factors to make it work out potentially. These are only surface layer stats.

IExplorer is now 1500t base hull to give it it's proper jump ranges.

I haven't finalized them at all. I've been changing them out as I figure more out. Still working out how some of the numbers are generated.

I reduced the jump range of the imperial explorer to below the anaconda.
 
Last edited:
It's in context to other ship designs that are supposed to make up a new larger fleet of options. All going up to the 600 million credit range. It's meant to be taken in context with them.

yea, it outperformas the smaller ships. It's also 2.5x the price. Definitely needs work though. I was thinking of giving it larger hull and smaller shields so it's more like the cutter shields not to be as OP. Plus the idea of 9 slots. I think at 900 base shield it only goes up to 1500 shield with a 9A Prismatic. Assuming I have the numbers correct. Can't figure the math on the normal shields quite right yet. I'm close but the numbers don't quite work out correctly.

These are all basically the 8A FSD version of the old ships. So, they are all heavier with bigger cargo and slightly bigger stats potentially.

I was hoping they would add more interesting PC and NPC encounters and maybe make the game more fun. Fighting them might give good redits and XP and be a good challenge.

BTW, I just figured out the correct stats for the 8A FSD. So, I rebalanced them and found the exact base hull tonnage to get their old jump range in comparison to the old anaconda in FFE. This is the correct hull weight for it. So, the rest can be adjusted to make it balance. Still working on most of it. A lot should be doable to change maneuverability and other factors to make it work out potentially. These are only surface layer stats.

IExplorer is now 1500t base hull to give it it's proper jump ranges.
Can I ask a simple question: why do you think we need only big ships, nothing more? I guess you have forgotten about the soon to be introduced fleet carriers huh. I honestly don't see a need for a ship that is so overpowered that it renders every other ship useless.
 
Can I ask a simple question: why do you think we need only big ships, nothing more? I guess you have forgotten about the soon to be introduced fleet carriers huh. I honestly don't see a need for a ship that is so overpowered that it renders every other ship useless.

That's before adding:
  • Credits as balancing mechanic have no meaning any more. They are easy enough to come by. You could release a ship which costs several billions of credits unfitted and only has a 5% advantage over an already existing ship. You can bet it on it, a day after it's released a fleet of those ships would be flying around.
  • As already mentioned, new ships don't really contribute much to the game. Things to do with the ships we have would be much more valuable than any more ships.

Also, all these threads for me feel like: "Hey FD, i just gave you a name of a ship and tossed some stats together. So i did all the hard work. Now move your lazy -rear side body part- and do the tiny bit of remaining work, e.g. modelling, skinning, animation and sound design. Just make sure it's awesome."
 
Well, anything you add for players can be used for NPC's also to add to combat zones also. They could all be harder enemies to fight etc. Then they just have to add better AI and maybe teamworks to zones to make them harder. Then you would have more reason to want bigger ships also. any ship you add can be used for multple things for NPC's to give more for players to go against. So, it's not useless if it's utilized in game fully. It would be worth adding all ships to the game for those reasons alone. Think pirates to attack you. Better ship to plunder as a pirate etc. The more the merrier. It should add to the games environment and make it a little richer even in the simplest implementations.

I was hoping to find an operating cost relative to traditional money making methods to make them harder and have more characteristics. I think giving them big enough repair costs would help but I haven't figured out the logic to repairs and stuff yet. I think there is some logic to size of hull and repair cost that upgrades into a higher zone and changes the prices radically. But I haven't figured out the price points etc. I think one of them is around 2800 hull. Once you get there or higher or abouts I think it gets a lot more expensive to repair even 1% hull. I dropped my corvette from 2880 to 2400 and the repair prices dropped radically. One design point is to make it harder to be below those values and have good armor. Especially at the high end. That should help balance bigger ships during day to day operations.

Fully loaded weight of the Imperial Explorer in FFE was 1996 tons, with 211 tons of hull mass. Therefore, the ship had 1785 tons of space for equipment and cargo.

Using the 600t hyperdrive weight, this results in a cargo capacity of 1185 tons before fuel scoops, shields, flight assists, etc....

If you are going to try to use stats from the previous games (Like I have said in some of your previous threads, you really shouldn't as it does not give good results), please either do it properly (I know you have access to the manual since I gave you the link to a copy of it) or don't do it at all.

BTW, I'm assuming the new quipment adds to this. I'm using the cargo left from having it's highest FSD then letting the new equipment do it's work. New stuff is probably more space efficient. And from what I've looked at most ships have more cargo than the predecessors. I have looked at them. That is what I saw. Usually had at least 17% increase in cargo capacity. Some up to 50%. So, I'm technically not increasing much.

As far as I can tell the ships I'm designing are doing the same thing as the pre-existing ships from previous games. That is where I'm taking my cues from. Except when doing math bad or putting in place holder information.
 
Last edited:
Back
Top Bottom