Passanger Ships

I don't spend much time posting things in here but I was hoping to suggest a new specs for specific ship that make them more popular for passenger mission and or roles within game play.
As now the top jumpers are the DBx, ASPx, and Anaconda, "properly fitted of course" but these ships are of course balanced ships with the exception of the DBx and ASPx class being long distance exploration ships.
The Anaconda is a good ship and rather large in the scale of exploration, not to badmouth this ship very good ship due to it is a good balanced ship and thus a very good multi purpose ship and serves a major role as such, BUT, would you agree that maybe the Dolphin, Orca, and Beluga be more of high jumpers considering that their roles in EDh are long distance passenger ship classes.
I would like to possible FD to consider these three ship to be retrofitted as being among those as high jumpers given that this is in fact their roles within EDh? Possibly able to hold a higher jump ranger but not to exceed the exploration ships such as the DBx or ASPx.
This is of course just a proposal so please if FD and more importantly Commanders give their feed back on this proposal with some extent of detail of why or why not.

Thank you FD and Commanders for taking the time to read and give feedback concerning this proposal.
o7 Commanders...
 
I don't spend much time posting things in here but I was hoping to suggest a new specs for specific ship that make them more popular for passenger mission and or roles within game play.
As now the top jumpers are the DBx, ASPx, and Anaconda, "properly fitted of course" but these ships are of course balanced ships with the exception of the DBx and ASPx class being long distance exploration ships.
The Anaconda is a good ship and rather large in the scale of exploration, not to badmouth this ship very good ship due to it is a good balanced ship and thus a very good multi purpose ship and serves a major role as such, BUT, would you agree that maybe the Dolphin, Orca, and Beluga be more of high jumpers considering that their roles in EDh are long distance passenger ship classes.
I would like to possible FD to consider these three ship to be retrofitted as being among those as high jumpers given that this is in fact their roles within EDh? Possibly able to hold a higher jump ranger but not to exceed the exploration ships such as the DBx or ASPx.
This is of course just a proposal so please if FD and more importantly Commanders give their feed back on this proposal with some extent of detail of why or why not.

Thank you FD and Commanders for taking the time to read and give feedback concerning this proposal.
o7 Commanders...

I don't know if they really need a jump range increase, I'm getting 40ly out of my Beluga atm and a quick look on coriolis shows the Dolphin and Orca having similar jump ranges, that's more than enough for the long range VIP mission in my experience.

Of course if FDev want to bump their FSD's up by one class I'd not say no :D
 
They're supposed to be cruise ships, not the longest of long-range explorers. That said, I hear they're not half bad.

Problem is... why would you even buy one? I mean practical reasons, leaving aside how they look or the "Hey, I'm flying a cruise ship!" factor. And the answer is... I can't see a good reason. They don't do what cruise ships do in real life. They can mount the highest-end cabins, which nothing else can, but that's not really what cruise ships are for IRL. Cruise ships, in real life, are for taking a LOT of passengers, and the cruise ships in ED can't do that any better than any other ship. In fact, since the lowest class cabins can carry the most passengers and CAN fit in non-liner ships, it seems to me the liners are at a DISadvantage in terms of numbers of passengers compared to ships with more module space.

What they need to do is REVERSE it. Make it so any ship can have a top-notch VIP suite or two, but only cruise liners can carry passengers by the hundreds, and then make those hundreds-of-passengers cruises bring in the most credits (after all, that IS how it works in real life; economies of scale pay the big bucks.) Then there will be an actual, practical point to having a cruise ship!

While this seems to at least make some sense, doing this would generate salt in epic proportions.

If you really want the space liners to be 'best in class' when it comes to passenger capacity, I would say that a better solution would be to increase the number/size of optional internal slots.

The Beluga could be fixed by adding a single size 6 slot, giving it the highest passenger capacity in the game. Also, if said size 6 slot was not restricted the Beluga could mount a shield, fuel scoop, and SLFs instead of having to choose 2.

The Orca is in a bit of a tough spot. It is too long to fit on a medium pad, but still loses out to the Krait and Python in terms of passenger capacity. Even worse is that it loses out in comparison to the Type 7, the large pad freighter that really belongs on a medium pad and is ~1/3 the price of the Orca. The Orca does have better speed and jump range that the aforementioned ships, but that doesn't really matter when 2 of them have 50% more passenger capacity and the other one nearly matches the Orca's speed and jump range. Unfortunately, there is a hard limit to how much a ship can be buffed to be able compete with 'overpowered' ships without making the ship in question overpowered or nerfing the overpowered ships. With that in mind, what I would likely do to the Orca would be to reduce the price to 25-30m CR from the current ~48m CR and give the Orca another restricted size 6 slot. This will give the Orca a higher passenger capacity than the Krait, and will make the Orca a more attractive choice price-wise.

The Dolphin is actually quite balanced in my opinion. It has more passenger space than any other small ship, with the exception of the Cobra IV which has an additional 2 economy seats. However, in comparison to the Cobra IV, the Dolphin is faster, more maneuverable, has a better jump range, and has stronger shields. Yes it loses out to the type 6 in terms of passenger capacity, but the Type 6 is only 3/4 the price and lacks the Dolphin's speed, maneuverability, jump range and shield strength and has rather glaring power issues with its size 3 power plant.
 
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A few things about that build:
  • No AFMUs to repair any residual or heat damage
  • No Heat Sinks to mitigate heat damage
  • The stripped down secondary on the power plant does not provide a large mass reduction, use the thermal spread secondary on the power plant instead to minimize heat issues
  • Use a 3D distributor instead of a 2A, modded for G5 engine focused it will still allow you boost (even with G5 dirty drives) while also being lighter
  • Switch the slots for the SRV and shield, use a 4G SRV bay for a second SRV as desired
  • Fast Scan is highly recommended for the DSS as it massively reduces scan times
Basically, I would build this (change passenger cabins as necessary).
 
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You dont need two SRVs and you dont need AFMU cause its not an open end exploration, its a 4 week round trip. I dont feel like i need the thermal on an a class plant, not sure the drive mod is worth it. With the exception of possibly 1 heatsink lancher the utility mounts are all dead weight. The distributer yeah i could shave a little but i like being able to boost alot. Fast scan im not convinced is worth its weight cost

Edit: I went and looked at the build again. How about this?

https://beta.coriolis.edcd.io/outfit/orca?code=A0p0tdFflsd0sif5---02-----1O3743v62f2i.Iw18SQ%3D%3D.Aw18SQ%3D%3D.H4sIAAAAAAAAA1WPvQ4BURCFD2sFu8kNdpeo%2FEcltCLxAh5iH4FGFBLxJkoPoFCqxSOIiCgVKoXszphJkLjFV9zvzMlMgkYAYksQLQWZkw2Y5os56OQATlKgPqV%2BJjCLiNm7CPybC5SrMtlYG0laVNGkrck5PiWFnQN4C1%2BSWswp6n%2FrTPgQv70ys02D3%2BhKkJ2UgFwvD9S0pK5oKdouSTxN4Tdu5ncp2V%2BYu8OnKIfa%2F%2Bp4lt8ijX%2F9U1WaLaj3NrFccsjIfroOMz7vDXMGQ%2BMYAQAA.EweloBhBmSQUwIYHMA28QgIwV0A%3D&bn=Orca
 
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I did 4 long range missions in a crappy 25ly anaconda. Did great annihilator, neutron earthlike, and two others that targeted close to colonia. Great big round trip. Not sure how much i came back to, was about 250m i think. I dunno if it was efficient but it was a nice introduction to exploration but with a flight plan in mind rather than a blind charge out into the galaxy.

Edit: Black in green was one aswell.

And you know what else? Thinking back i did that trip with about 8m in the bank which didnt cover my rebuy costs :) :) :)
 
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You dont need two SRVs and you dont need AFMU cause its not an open end exploration, its a 4 week round trip. I dont feel like i need the thermal on an a class plant, not sure the drive mod is worth it. With the exception of possibly 1 heatsink lancher the utility mounts are all dead weight. The distributer yeah i could shave a little but i like being able to boost alot. Fast scan im not convinced is worth its weight cost

Edit: I went and looked at the build again. How about this?

https://beta.coriolis.edcd.io/outfit/orca?code=A0p0tdFflsd0sif5---02-----1O3743v62f2i.Iw18SQ%3D%3D.Aw18SQ%3D%3D.H4sIAAAAAAAAA1WPvQ4BURCFD2sFu8kNdpeo%2FEcltCLxAh5iH4FGFBLxJkoPoFCqxSOIiCgVKoXszphJkLjFV9zvzMlMgkYAYksQLQWZkw2Y5os56OQATlKgPqV%2BJjCLiNm7CPybC5SrMtlYG0laVNGkrck5PiWFnQN4C1%2BSWswp6n%2FrTPgQv70ys02D3%2BhKkJ2UgFwvD9S0pK5oKdouSTxN4Tdu5ncp2V%2BYu8OnKIfa%2F%2Bp4lt8ijX%2F9U1WaLaj3NrFccsjIfroOMz7vDXMGQ%2BMYAQAA.EweloBhBmSQUwIYHMA28QgIwV0A%3D&bn=Orca

That is probably more than adequate. I don't have much experience in space tourism, so my experience with long range exploration was taking precedent. Generally, I prefer to have shields that can take a rough landing on a moderately high-G world, and multiple layers of redundancy (SRVs, AFMUs, Heat Sinks, etc...). Sure, I might lose a ly or two on my jump range, but I still have over 60 ly so I can hardly complain.

For reference, I would consider this a good exploration build for an Anaconda. Redundant AFMUs and SRVs, 70 LY jump range, 2.4k shields, and room for 2 more size 6 internals. Yes, I could squeeze 10% more jump range out of this, but I would be left potentially venerable when I make a mistake with a high-G landing, get too close to a star, etc....
 
For reference, I would consider this a good exploration build for an Anaconda. Redundant AFMUs and SRVs, 70 LY jump range, 2.4k shields, and room for 2 more size 6 internals. Yes, I could squeeze 10% more jump range out of this, but I would be left potentially venerable when I make a mistake with a high-G landing, get too close to a star, etc....

Well :) sinse you posted yours ill post mine and offer my opinion. All that dead weight. All those shield boosters!! Now, its easy for me to sit here and dish out "on paper" builds, i dont actually know if this is possible in game or not but the build theory is sound.

If i had this in my hanger i would be in game playing. I had an interesting landing once, came down hard on the thruster end of my conda and flopped onto its roof. I has very happy to see the 5D shield only lost ist first blue bar!!!! cause frankly i thought i was dead. Was pointing up and hit the boost (which probably saved me) but gravity wanst letting me go so easy :) I had to rock that damn ship backwards and forwards for an age to get it off its roof aswell. You could use a 3d shield but if so much as brush a rock you lose it.

Ill make this ship a reality one day...

Edit: little tip for anybody that doesnt already know, once you set the pips on your distributer you can turn it off. Only need to turn it back on to ajust levels

Edit2: my thoughts on AFMUs. If you are going to carry them, then at least have one powered. The big reason for this is that is you screw up near a neutron star its going to start eating your ship. You want to be able to stay ice cold calm and just set that repair unit on the canopy of your ship. This is not a time for frantic button mashing so i figure you want at least one switched on. Once the canopy goes you are somewhat screwed cause your air will run out. It can be replenshished via synthesis. There is an argument for taking an A rated life support but on big ships like conda its not so practical
 
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The passenger missions are all screwed since the update and FD does not care.

There is no longer a viable career in passenger transportation in ED.
 
The way to cement the Orca and Beluga in the hierarchy of ships is to simply boost the availability of luxury passenger missions.

Tourism economies have always been disappointing in my experience, weak mission boards, weak outfitting & pretty much the same passenger lounge you see in any other system. Tourism economies should be the natural habitat of the Saud Kruger ships, first and luxury class missions should be more prevalent and the damn pirate/criminal element should be much rarer...

I certainly wouldn’t say no to larger FSD’s in the Orca/Beluga, but seeing as they already had a mass reduction it’s unlikely to happen. I hope FD do something for them though...
 
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