I had put together a Dolphin build concept for this purpose, but as I read more I've started to lose confidence in it. I understand that the existence of Hunters has some impact on the ability to avoid combat with Thargoids in maelstrom systems by keeping temperature low, so what's the current theory on ship builds for extended maelstrom operations for pilots who don't want to get in any fights with Thargoid vessels?
Naturally, the AXI only has info about anti-Thargoid combat vessels, but I'm guessing build theory for non-combat maelstrom ships differs a bit more from combat ships than simply not equipping weapons (aside from the bare minimum necessary to destroy caustic generators for corrosive mechanisms and propulsion elements)
Additionally, how would ideal builds differ for the initial collection of materials to unlock caustic sink launchers (aside from the pre-unlock build having research limpets)?
Additional constraints:
Naturally, the AXI only has info about anti-Thargoid combat vessels, but I'm guessing build theory for non-combat maelstrom ships differs a bit more from combat ships than simply not equipping weapons (aside from the bare minimum necessary to destroy caustic generators for corrosive mechanisms and propulsion elements)
Additionally, how would ideal builds differ for the initial collection of materials to unlock caustic sink launchers (aside from the pre-unlock build having research limpets)?
Additional constraints:
- No Core Dynamics or Gutamaya ships (don't wanna support the Empire or the Federation)
- No Powerplay modules
- No power plant engineering (Tani is an Imp, Farseer is a Fed, and Qwent is Sirius)
Last edited: