Panther Clipper

8A FSDs are only available from a few places. Add in planetary and the number goes up to 83. 7 stations (M pads) and 76 planetary (L pads).
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The size 8 FSDs are already hard to get. I've only ever found 8C and 8D myself. Any ship that comes with downsized components stock though is one where the original slot size was later buffed.

If fsds were buffed then my math of its jumprange is wrong


My estimation for it price would be
6,021,720cr for FSD, Powerplant and FSD
63,556cr for Lifesupport and Sensors
88,978cr for power distributor
1,780,910cr for the 128t fuel tank

so 7,955,164cr for core modules and its hull would be around 696,561,500cr ( 2.93 times that of cutter's hull).
for the entire ship it would be around 7,955,164cr + 696,561,500cr = 704,516,664cr
btw all of this above is stock.

A-rated retrofit it would cost another 487,543,538cr.
rebuy of a A rated would be 59,603,010cr.
rebuy of a E rated would be 35,225,833cr.
btw I rounded the rebuy by flooring it.
 
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Hypothetical scenario: a Galnet article announces that the Engineer Chloe Sedesi, Palin's former apprentice, is researching how to upgrade the Panther to take an FSD (it previously used a now-obsolete hyperdrive).

Time passes.

Chloe Sedesi announces that she is temporarily closing her workshop in Witch Head and going to Colonia to seek assistance from Mel Brandon on her Panther project.

Time passes.

Success! Mel Brandon announces that the Panther is now available from his base in Luchtaine (stock E-rated with a 7E FSD in a size 8 slot). Sedesi returns to Witch Head, reopens her workshop, and prepares an assembly line.

1-2 weeks later, the Panther becomes available at Witch Head.

Meanwhile size 8 FSD's are quietly removed from general sale, and become available as CG rewards or similar.
 
Hypothetical scenario: a Galnet article announces that the Engineer Chloe Sedesi, Palin's former apprentice, is researching how to upgrade the Panther to take an FSD (it previously used a now-obsolete hyperdrive).

Time passes.

Chloe Sedesi announces that she is temporarily closing her workshop in Witch Head and going to Colonia to seek assistance from Mel Brandon on her Panther project.

Time passes.

Success! Mel Brandon announces that the Panther is now available from his base in Luchtaine (stock E-rated with a 7E FSD in a size 8 slot). Sedesi returns to Witch Head, reopens her workshop, and prepares an assembly line.

1-2 weeks later, the Panther becomes available at Witch Head.

Meanwhile size 8 FSD's are quietly removed from general sale, and become available as CG rewards or similar.

A personal CG?
 
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yeah I did my math wrong. I was trying to see what its stock modules would be.

These are my assumptions for its stock settings:
  • Core internals
    • Powerplant Class 8E
    • Thrusters Class 8E (This is gonna need be A-rated to carry cargo to settlements)
    • FSD Class 8E
    • Life Support 5E
    • Power Distributor 6E
    • Sensor 5E
    • Fuel Tank 128t
  • Optional internals
    • 6 class 8 slots
    • 1 class 1 slot
  • Hardpoints is 6 mediums
  • Utilities is 8

Hull without anything is 1800t (I guessed this number)
its going to be around 2478t without optionals, weapons or utilities (math included a full fuel tank of 128t)
its stock jump range without any optionals is going to be 7.01ly
used this roguey.co.uk to get class 8 fsd numbers and used the formula on Elite dangerous wiki to calculate the max jumprange

things to remember:
  • 8A and 7A FSD fuel limit = 12.8t
  • 8E and 7E FSD fuel limit = 8.5t
  • assumed mass of Panther Clipper LX fuel included with no optionals = 2478t
  • mass of Type-10 stock fuel included with no options = 1574t
Screenshot 2022-11-15 014409.png
 
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things to remember:
  • 8A and 7A FSD fuel limit = 12.8t
  • 8E and 7E FSD fuel limit = 8.5t
  • assumed mass of Panther Clipper LX fuel included with no optionals = 2478t
  • mass of Type-10 stock fuel included with no options = 1574t
View attachment 332439
Interesting. It's not going to jump far, whatever. I guess that's good balance.
A Guardian FSD booster is going to have a very disproportionate effect though, approximately doubling its jump range unless the rules are changed.
 
Interesting. It's not going to jump far, whatever. I guess that's good balance.
A Guardian FSD booster is going to have a very disproportionate effect though, approximately doubling its jump range unless the rules are changed.
Remember its not D-rated yet so it might be better and also it only has class 8 slots and 1 class 1 slot so fuel scoop and shields will make it around 1026t per trip
 
If the panther was to be a carrier unloader/loader. It could avoid any real issues with balance by simply leaving its jump range something ridiculously low, like below 8ly even fully upgraded.

This would ensure it remains close to the carrier and its destination or provides too great of a time penalty with added jumps to be able to exploit it's higher cargo capacity.

I'd be ok with that. No gameplay changes...8ly jump range with min-maxed setup. Effectively a dedicated carrier loader.

Anything beyond that functionality though, would really require added gameplay around large ships or all you're doing is giving rich players an easier way to get richer doing the exact same game activities already being done ...which the game doesn't need. And if given that way, would only entertain the playerbase for a week before returning to the current ground state it's in because it would be servicing a niche that doesn't need it and offer nothing to anyone else.
 
If the panther was to be a carrier unloader/loader. It could avoid any real issues with balance by simply leaving its jump range something ridiculously low, like below 8ly even fully upgraded.

This would ensure it remains close to the carrier and its destination or provides too great of a time penalty with added jumps to be able to exploit it's higher cargo capacity.

I'd be ok with that. No gameplay changes...8ly jump range with min-maxed setup. Effectively a dedicated carrier loader.

Anything beyond that functionality though, would really require added gameplay around large ships or all you're doing is giving rich players an easier way to get richer doing the exact same game activities already being done ...which the game doesn't need. And if given that way, would only entertain the playerbase for a week before returning to the current ground state it's in because it would be servicing a niche that doesn't need it and offer nothing to anyone else.
You get deminishing returns if you don't use a shield-less full cargo panther. I think that ship is balanced as it could be.
 
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If the panther was to be a carrier unloader/loader. It could avoid any real issues with balance by simply leaving its jump range something ridiculously low, like below 8ly even fully upgraded.

This would ensure it remains close to the carrier and its destination or provides too great of a time penalty with added jumps to be able to exploit it's higher cargo capacity.

I'd be ok with that. No gameplay changes...8ly jump range with min-maxed setup. Effectively a dedicated carrier loader.

Anything beyond that functionality though, would really require added gameplay around large ships or all you're doing is giving rich players an easier way to get richer doing the exact same game activities already being done ...which the game doesn't need. And if given that way, would only entertain the playerbase for a week before returning to the current ground state it's in because it would be servicing a niche that doesn't need it and offer nothing to anyone else.
While it might get a jump range below 10ly on the 8E FSD, you know that an engineered 8A will turn it into something usable short range. FDEV can't make a ship that can't get anywhere in stock configuration.
 
While it might get a jump range below 10ly on the 8E FSD, you know that an engineered 8A will turn it into something usable short range. FDEV can't make a ship that can't get anywhere in stock configuration.
< 10ly still gets you places in systems that are close together like where places like the carrier is sold. You only need to restrict it's sale to places where the carrier is sold...then, since it's a carrier unloader/loader, you dont need it to reach any other systems.

I'd just make the fsd overheat so hard for any jump distance greater than the absolute min dictated for balance to make attempting to exploit the panther for non-carrier transporting non-viable. Causing random malfunctions of systems, heat damage, and super weak in terms of hit points.

It wouldn't be as fun of a new toy for rich players to have. But if there's no gameplay changes taking place, there's no room for it to be fun. Not so long as we're still forcing this to be a multiplayer game where your activity impacts other players.
 
Making a ship unique comes with its own software maintenance baggage so I don't think they will make a Panther Clipper XL unique but it doesn't need to be unique.
Its the ship with the biggest Cargo capacity I would argue that its unique enough.
Type-9 fits the early heavy hauling group Panther Clipper XL is the endgame of Heavy Hauling, A natural progression of haulers.
Only thing Panther Clipper XL needs is strong ventral thrusters (You ain't landing that thing on surface with full cargo) and the game already has coding necessary for it.
If they add ship interior's in the future, Panther Clipper XL should only the need the front sections for interior leave the back inaccessible. kind of like a Truck
 
Just calculate its volume and generator needed for this. 8 slot will be enough, enjoy your 312MJ for such huge field.
I was talking about the big losses in cargo capacity (still better than unshielded Type-9) if you use the optional module for anything else.
Looking back on that comment I should've worded it better.
 
it looks to that 2 ships are hidden. because. in the garage will fit 40 ships. but the game has only 38 ships. so it is possible for a panther clipper or boa.
but a 8FSD make now sense. because there is not ship right now that can use it.
so we must wait . for an answer frome de Devs . with new ships
 
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