Multi Role Ship

I have been giving this some thought. (Nothing to do with the impending 10% component sale hit) I have been getting really fed up using temporary taxi haulers to move from a trade route to a RES, or relocate ships. I would now like to just take one ship out and explore and perform multi roles. I would keep a 528T Type 9 for large volume trading. The ship I came up with is http://www.edshipyard.com/#/L=705,5...,2-B69Y7_6QB69Y8I,0AA0AA7UI50U9tQ0bg5Sc2UI0nE With this I can bounty hunt, follow wakes, interdict. Trade 128T cargo. Smuggle. Land anywhere. Fuel scoop. Mine. Scan bodies. Also I may have less time on ED soon and I wanted a ship I could jump into and perform all types of missions, explore, BH, trade, mine. What ever takes my fancy without spending 30 minutes taxi flying to a single role ship. Can you see any flaws with this Multi purpose ship?
 
I'd replace the DC with a deep surface scanner. Other than that it seems like a very versatile Python!

Good point. I left it in as this is my Beta 1.3 test ship. The Python Vertical Kamikaze Dock is amazing at 1.3 :D I found it a good ship for Beta testing as you could test mining, missions, BH, RES etc.

Updated. http://www.edshipyard.com/#/L=705,5...,2-B69Y7_6QB69Y8I,0AA0AA7UI50U9tQ0bg5Sc2UI2jw

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128 cargo isn't that much. I could see that being frustrating for trading. 5 minute bump say what.
Agree but it's more for casual trading or smuggling small loads. Going to keep a T9 for serious trading.
 
Nice ship but I would possibly think about using a 4d life support instead and also do something else to lower the mass and therefore get a better jump range but it depends how you play, are you going to go exploring where that extra distance is needed or do you really need that extra minute of air in order to hide ?

6D scanners might be just as useful since that does save on mass giving better jump distance and also lowers your max power output which may come in useful and keeps you cooler for longer when running silent as scanners are usually best left on.
 
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For an all-round vessel, I'd certainly keep the 6A scanners, especially if using it as a miner. You want to be sure you're alone after all.
Same with the life support: I can see this ship as being used for exploring and prospecting the near-frontier area as opposed to deep space, so you would certainly benefit from having that bit extra air to make it back to any repair facility on the fringes.

Personally, I'd reduce the KWS to class C and switch the Large weapons to all Beams for maximum initial impact on enemy shields during assault, especially as you only have three effective weapons in such a situation. Otherwise, it looks like a very sound jack-of-all-trades vessel. :)
 
To play a slight Devil's Advocate, and based upon experience as well as advice I've had from others trying to do the same thing, it's much more effective to have at least two ships for different roles. Exploration is about weight reduction and jump range, scooping speed and having the top-end scanners, which don't (really don't!) apply to all of the other modes in the game. But it's up to you! I've done multi-role in a Vulture. 36T cargo for rares, the usual weapons/scanners/shields, DSS/ADS etc., but it ends up being too much of a "better for (a) isn't better for (b)" balancing act. Having a 2.5MCr Adder for exploration, and keeping the Vulture for dual-role combat/rares was much, much efficient. Taking shields, weapons and chaff/KWS/SCB into the void is just a bit crazy. :)
 
my python looks similar ;)

except:
  • i have no DC and the surface scanner
  • i use only one mining laser (no hurry here) and have a beam 2G installed, but multi would be also fine
  • i use large pulse turrets (the med beam is for making them hostile
  • i have a heatsink instead of the SB, but i found out, that i can be through the slot under 100% heat without popping one, so maybe the SB is better.

edit: my python is yellow ;)
 
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To play a slight Devil's Advocate, and based upon experience as well as advice I've had from others trying to do the same thing, it's much more effective to have at least two ships for different roles. Exploration is about weight reduction and jump range, scooping speed and having the top-end scanners, which don't (really don't!) apply to all of the other modes in the game. But it's up to you! I've done multi-role in a Vulture. 36T cargo for rares, the usual weapons/scanners/shields, DSS/ADS etc., but it ends up being too much of a "better for (a) isn't better for (b)" balancing act. Having a 2.5MCr Adder for exploration, and keeping the Vulture for dual-role combat/rares was much, much efficient. Taking shields, weapons and chaff/KWS/SCB into the void is just a bit crazy. :)

Absolutely. It is fortunate that multiple ships are a feature of this game, so that people can truly specialise the ships in their mini-fleet into a specific role, be it fighter-explorer, miner-explorer, smuggler-fighter, pure miner, bulk trader, anti-fighter, anti-battleship bomber, pirate trader etc.

Then again, the ultimate dream is a ship that can hold its own in all careers without being necessarily the absolute best in any one of them. It's not quite one that is possible to achieve without compromise, but we can still try to get there.
 
This is my take on your idea:

http://www.edshipyard.com/#/L=705,5...,2-B69Y7_6uB6A08I,0AA0AA7UI50U9tQ0bg5Sc2UI2jw

Slightly biger jump range but much more Shields (645.57 MJ Vs 484.18 MJ) but you lose the Wake scanner (you can do that by eye) and the point defense (my view is shields protect against everything).

Also there is no need for A class life support (for the weight the extra time is rarly going to be worth it), and D class sensors (saves 24T).
 
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The only thing I'd add to the above is that if you swap out the KWS for a lower rated one and use power management techniques to turn off all your non-combat systems when hardpoints are deployed, you can have a 7B power plant and save yourself 20 mill or so...

Call me tight :)
 
Taking shields, weapons and chaff/KWS/SCB into the void is just a bit crazy. :)

I really hope this changes in the future. Well, not the KWS, but the other stuff. I understand wanting to give another alternative-to-combat form of gameplay (though with pirates, trading really isn't an 'alternative to combat'...), but The Milk is dark, and full of terrors... or... it should be. You shouldn't be *safer* 20K ly from civilized space than you are in civilized space. Consider the Frontier Days, were you safe in a town or city, or trekking off - alone - through the wild untamed west? Never even mind the "Indians", even the wildlife was lethally dangerous.

A lot, - a lot - more exploration expeditions should be resulting in exploded ships and lost data. Or at the very least, premature end, due to needing ship repairs. I went out on about a 2K ly trip and the only time I took any damage was when I got distracted IRL and ran into something. And I had AFMUs to deal with that.
 
I would replace the DC with an AFM, downgraded the interdictor to a 3A, and replaced the previous one with a 5A collector. I also downgraded the KWS and FSD scanner to B and cut their power usage in half, while still keeping the same range. I also would have one large hardpoint swapped out for a large gimballed cannon.
 
Can you see any flaws with this Multi purpose ship?


you won't be able to land at outposts.

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I really hope this changes in the future. Well, not the KWS, but the other stuff. I understand wanting to give another alternative-to-combat form of gameplay (though with pirates, trading really isn't an 'alternative to combat'...), but The Milk is dark, and full of terrors... or... it should be. You shouldn't be *safer* 20K ly from civilized space than you are in civilized space. Consider the Frontier Days, were you safe in a town or city, or trekking off - alone - through the wild untamed west? Never even mind the "Indians", even the wildlife was lethally dangerous.

A lot, - a lot - more exploration expeditions should be resulting in exploded ships and lost data. Or at the very least, premature end, due to needing ship repairs. I went out on about a 2K ly trip and the only time I took any damage was when I got distracted IRL and ran into something. And I had AFMUs to deal with that.

the only ways i can see this working, is wear & tear proportionately affecting performance of modules, and / or adding dangerous spacial anomalies.
 
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you won't be able to land at outposts.

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the only ways i can see this working, is wear & tear proportionately affecting performance of modules, and / or adding dangerous spacial anomalies.

Can I ask why you can't land at outposts . I had no problem when I had a python ...
 
Multi-Role Python

This is what I'm currently flying, can do any job except mining. I pootle around on Economical routes, scanning as I go, or drop into a CZ or Nav point for some combat if I feel like it.

You don't need a fuelscoop on anything that's not a long-distance explorer, it's a waste of an internal, filling up 32tons of fuel is around 1400creds, and I rarely pay more than 500-700creds per pootle....would take some time to make the millions back that the sccop costs.

Been flying the multi-roles since my Clipper, but only started doing scans this last 2 months, so just pootling around has got me to Dangerous/Entrepreneur/Ranger, and has been a helluva lot more fun than grinding some 2jump trade route (I did that in a Type 7 for a few hours, and will never do that again, regardless of the credit/hour , credits/hour don't mean anything if you're sick of the game by the end of an hour).

I'm buying an ASP for 1.3 "mining-with-robots", and I'm sure to pick up an Orca too, so I may continue my grand tour of human space in the Orca and leave the Python parked at Allioth.
 
You shouldn't be *safer* 20K ly from civilized space than you are in civilized space. Consider the Frontier Days, were you safe in a town or city, or trekking off - alone - through the wild untamed west? Never even mind the "Indians", even the wildlife was lethally dangerous.

There isn't any wildlife or "Indians" in unexplored space. It's (near) vacuum. Vacuum a few miles above us is pretty much identical to vacuum a billion light years away, as far as we know.

What would you want to be there that's dangerous, exactly? Space doesn't suddenly do something because someone arrives.

Supernovae would cool, but they only actually happen about once every 30 years or so in our entire galaxy, and we don't even notice most of them.
 
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