Newcomer / Intro Just a few outfitting-related questions.

I'm a little confused by the outfitting system in this game, given the general absence of detailed information. For instance...

How should I know whether X shield generator that's more expensive than my own is viable enough to drop ~20k credits on? Does it offer a higher regenerative capacity, more resistance to enemy attacks, or perhaps some other benefit that isn't expounded upon by the strange information panel to the side? How about thrusters -- how should I know exactly what effect they'll have on my normal speed and maneuverability? How about an improved FSD -- would it increase my supercruise speed and/or maneuverability, or does it only affect jump range? What does jump range do, for that matter -- does it merely improve my fuel economy while in hyperdrive / supercruise? As for my ship's armor, how much survivability does, say, military-grade armor provide over conventional lightweight alloys? As far as weapons, how viable are my default pulse lasers?
 
I'm a little confused by the outfitting system in this game, given the general absence of detailed information. For instance...

How should I know whether X shield generator that's more expensive than my own is viable enough to drop ~20k credits on? Does it offer a higher regenerative capacity, more resistance to enemy attacks, or perhaps some other benefit that isn't expounded upon by the strange information panel to the side? How about thrusters -- how should I know exactly what effect they'll have on my normal speed and maneuverability? How about an improved FSD -- would it increase my supercruise speed and/or maneuverability, or does it only affect jump range? What does jump range do, for that matter -- does it merely improve my fuel economy while in hyperdrive / supercruise? As for my ship's armor, how much survivability does, say, military-grade armor provide over conventional lightweight alloys? As far as weapons, how viable are my default pulse lasers?

Not sure about the ins and outs of every sub system but in general any improvement over current system is in green when mousing over a potential purchase. Several categories will be listed in the first right column that are relative to that system, e.g. charge rate, scan range etc, armour/shield damage, on the far right panel you will see improvements to energy production/drain, jump range etc. Often jump range is improved just because better components weigh less.
 
Ransurias wrote: I'm a little confused by the outfitting system in this game, given the general absence of detailed information. For instance...

How should I know whether X shield generator that's more expensive than my own is viable enough to drop ~20k credits on? Does it offer a higher regenerative capacity, more resistance to enemy attacks, or perhaps some other benefit that isn't expounded upon by the strange information panel to the side?
Its easy. Look at the class (A-F) of equipment and put it in the appropriate slot (1-6) Where A represents the best of its class and the numericals pointing to what kind of slot it needs. 1 being the smalest

How about thrusters -- how should I know exactly what effect they'll have on my normal speed and maneuverability?
Same story as above, just look at the max weight values

How about an improved FSD -- would it increase my supercruise speed and/or maneuverability, or does it only affect jump range? What does jump range do, for that matter -- does it merely improve my fuel economy while in hyperdrive / supercruise?
Again look at classes, plus you can see the changes to your current setup when you just hover over the upgrade. I dont FSD has no impact on supercruise speed, but better fsd is obv further travel plus better integrity?

As for my ship's armor, how much survivability does, say, military-grade armor provide over conventional lightweight alloys
?
read the descriptions cmdr its pretty clear

As far as weapons, how viable are my default pulse lasers?
Skilled pilots can handle the starting pulsies, newcomers prolly not.
 
First things first, always check the power consumption of new modules so they don't take you over your power plant rating.
The module class 1,2,3,4... Relate to the size of equipment slot you can put them in. The module type A,B,C,D.. Are how good the module is.
Generally a higher type shield gen gives yo stronger shields, they are slower to recharge tho. Which brings me to power distributors, they increase the power going to engines, weapons and shields and make them recharge faster, manoeuvre quicker and fire longer respectively.

Better thrusters increase your top and boost speeds and mean you can turn faster.
A bigger FSD increases your jump range, no effect on SC.
Military grade armour improves your hull strength against lasers and kinetic weapons.
The starting pulse lasers are fairly effective against smaller ships so prob keep hold of them for the monent.
Hope this helps.
 
Back
Top Bottom