Ships Outfitting Module Help

I finally have enough credits to put together a good buildout for a ship or two. I know everyone has a different process and opinion, but as a general rule...Once you decide on a base ship, say a Krait MK2 and decide to outfit it for exploration, but also want to be able to use it for bounty hunting. Where do you usually start. I have looked at other peoples builds and just copied them, only to see someone else with a different idea.. So starting from scratch with the base model where do you start making module decisions...I know its an open question, but there has to be some kind of procedure most people follow to put the ship together...I havent started engineering, so at this point im only outfitting what is available at reachable stations....
 
Without engineering a Bounty Hunter and Explorer Krait will be difficult to build. I recommend unlock Farseer in a lightweight build, do the mods and then the FSD-Booster-unlock. After that you can build a Krait with reasonable jump range and striking power. But it will never perform good in either role.

Module decision for this multi role could be:

  • lowest possible A rated PP
  • highest class D-rated thrusters, or second highest D-rated with engineering
  • highest A rated FSD
  • D rated life support
  • lightest possible PD which gives you 8 seconds firing time with 4 pips to weapons
  • D rated sensors

With further access to engineering you could think about lightweight mod weapons.
 
Maybe buy two Kraits? A Mk2 and a Phantom. Configure the Krait Mk2 for bounty hunting and configure the Krait Phantom for exploration. I don't know what your budget is but my Krait Phantom costs around 80 million, my Mk2 costs around 160 million. If budget is tight buy an Asp Explorer (30 million) instead of a Krait Phantom. A Diamondback Explorer is even cheaper with comparable performance.
 
Once I could ditch multirole and afford dedicated ships things got much better! Elite ships are modular and that's a good thing. You can swap modules in and out as the mission profile calls for. Works fine but it's a pain in the neck. Especially mining ships. Not only are you swapping optional slots and utility slots, you're rejigging priorities and fire groups. Bah! Who needs it?

Well, commanders on a shoestring do. But keep building that bank so you can afford to dedicate a ship to each role you perform.

To answer the question, I'd say the two most important parts of your ship are shields and thrusters, so I'd start there. And FSD, which everyone engineers first. Get those three things done straight away and the rest can fall in to place over time. Mock it up in Coriolis so you see what your final power requirements will be.

I have at least three Krait IIs, each with a defined role. Always ready, no swapping required.

My combat Krait. Used to prowl CNBs, RES and CZ to engage in combat and sweep up the mats left behind.

Poison Whiskey

My transport Krait, I call it a rumble bus. For bulk haul and VIP transport, occasional rescues. Armed to give the interdictor the good news.

Parabellum

My mining Krait. I'd rather poke sticks in my eyes than laser strip mine, and this boat is set up for core mining with the occasional trip with drill rockets to dig out the tritium.

Twin Reverb


Each of these is quite different in build, as the roles call for. My build philosophy is fast, cool, light weight shield tanks with good jump. Integrity and firepower are often what I need to give up to get what I want. No ships in my entire fleet have armor save heavy duty stock alloy bulkheads and HRPs (HRPs are gold the way the resistances stack). Speed is life after all, cool temps give you some margin and well-engineered shields provide the final failsafe against destruction.
 
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I finally have enough credits to put together a good buildout for a ship or two. I know everyone has a different process and opinion, but as a general rule...Once you decide on a base ship, say a Krait MK2 and decide to outfit it for exploration, but also want to be able to use it for bounty hunting. Where do you usually start. I have looked at other peoples builds and just copied them, only to see someone else with a different idea.. So starting from scratch with the base model where do you start making module decisions...I know its an open question, but there has to be some kind of procedure most people follow to put the ship together...I havent started engineering, so at this point im only outfitting what is available at reachable station
o7 cmdr, since you are new...
my best tip is to build one ship for exploration and one ship for bounty hunting...
on exploration ship you want internal to be grade A on FSD and grade A on sensors... i also put in optional... in high 6E slot one large fuel tank! and on 4 a fuel scoop and on 2 a detailed surface scanner... plus planetary vehicle..

for a " tanky" bounty hunter ship.. in internals you can go B powerplant , B or A thrusters .. B FSD... if you are on a budget... .. on internal armor , go military grade armor..
in utility you can go shield boosters B grade or C grade ... in all slots....then just throw a bunch of weapons...in optionals go with A grade shield generator...
this ship is more of not spend as much CR on it ... for weapons... you play and buy ones you like... but you engineer the thrusters to dirty drive

good luck
 
My bounty hunter and mission runner Krait MKII: https://s.orbis.zone/jxti
My deep space exploration Krait Phantom: https://s.orbis.zone/jxtj
(Edit: for less credits an Asp Explorer is excellent for exploring https://s.orbis.zone/jxtn)


Exploration ships and combat ships are at complete opposite end of a ship build style scale. If you try to make one ship to do both at the same time, it will be useless at one task or the other, or be a compromise build that does niether task well enough to be satisfying or viable.
 
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