[Proposal] shield generator overhaul Imperial Clipper

That class 7 internal slot has always been problematic. It's because of it that clippers also outperform the t7 at trading. (despite similar overall cost).
Want problematic? Try figuring out where that solid block of 128 cargo cannisters go inside the clipper's hull.

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The Clipper is a very potent vessel that does not need any augmentation.

Yes, it's base shield strength is not impressive for it's size. No, this is not a problem.

I think the 4MCr Vulture has better shields. It does seem low. I'd rather shields were a function of the hull mass and the rating/class of Shield Generator equipped, rather than an arbitrary value.

Why would more hull mass imply better shield emitters?

The clipper is fine as is.

Yes.
 
Anaconda and Python are weird simply because they're 600+ year old museum pieces that somehow manage to be objectively better in every way than ships designed and built within the last couple years.

I chalk it up to nostalgia from the devs who wanted to fly one since they were kids. Type-6/7/9, Dropship are new ships, no nostalgia boost.

Type-7 would be just fine for its price range and role if the clipper didn't throw it in a limbo of uselessness due to being better in all categories for only a few millions difference.

The python is vastly more expensive and don't complain about the anaconda until the Imperial Cutter is released.
 
Type-7 would be just fine for its price range and role if the clipper didn't throw it in a limbo of uselessness due to being better in all categories for only a few millions difference.


Or if it could carry 350T of cargo.
 
Type-7 would be just fine for its price range and role if the clipper didn't throw it in a limbo of uselessness due to being better in all categories for only a few millions difference.

Or if it could carry 350T of cargo.

Wouldn't say no, it needs some help.

Extra cargo capacity is never just the say answer

And with the extra 150 tons mass, the Jump range goes out the window
Put in a bigger drive ?
Then we need to rebalance fuel and range
Oh and bigger sub light engines as well
Oh heck we are going to need a bigger power plant to run it all now too.

And once we have done that and then strip it empty does it become a super explorer?
 
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Extra cargo capacity is never just the say answer

And with the extra 150 tons mass, the Jump range goes out the window
Put in a bigger drive ?
Then we need to rebalance fuel and range
Oh and bigger sub light engines as well
Oh heck we are going to need a bigger power plant to run it all now too.

And once we have done that and then strip it empty does it become a super explorer?

A type 7 with 3D PP, full D, A FSD, 4D shield generator and full cargo holds has a ladden jump range of 18.03. With a cargo capacity of 216.

Removing a 64 cargo hull gets it up to 19.90. Every 64 tons equal to a loss of 1.87.

If it has its modules upgraded to 7/7/5/5/5/4/2/2 from 6/6/5/5/4/4/2/2 it would get +144 cargo slots, for a total of 360.

This would result in losing 1.87+1.87+0.44 Ladden jump range, for a new total of 13.85.

Just remove 100 tons from its basic hull mass and it will be roughly 15, more than the type 9 and pretty fine for a freighter. After all, it does seem like a flying tin can designed to accommodate most of its space to cargo and not itself.

And no, it won't become a super explorer. Its current unladden jump with the above set up is 26.37, so it would only go up to 28-ish.

Not as bad as you make it out. Would also act like a stepping stone to the type-9's jump range.
 
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Not as bad as you make it out. Would also act like a stepping stone to the type-9's jump range.
I've wondered why the Type-9 weighs 1000tons while the anaconda weighs 400.

It's a big empty unarmored(compared to the anaconda) box.

I'd love it if the devs explained how they derived the hull masses.
 
Same can be said of modern cars vs Cuban cars. Disposable doesn't mean low tech, look at smart phones. Empire "stuff" has to last for a long time, they have no choice. Infrastructure and economy just isn't there for a more "just in time" manufacturing culture.


It was much more advanced than expected for a piece of Imperial technology, like finding a North Korean made bicycle with a blutetooth module attached, it's surprising. It didn't mean that the Imperials make the best robots. If the Imperium is ahead of the Feds, why do they keep getting caught trying to steal Fed technology?
If you're talking about the Eagle, then that's not the case. The first Eagle was the neutral Faukcon deLacy one. The Feds and Imps both had programs to make their own versions for the navy simultaneously. The Federation released theirs first, and you should know how their Eagle Mk2 was received compared with the slightly later Imperial Mk3.
 
A type 7 with 3D PP, full D, A FSD, 4D shield generator and full cargo holds has a ladden jump range of 18.03. With a cargo capacity of 216.

Removing a 64 cargo hull gets it up to 19.90. Every 64 tons equal to a loss of 1.87.

If it has its modules upgraded to 7/7/5/5/5/4/2/2 from 6/6/5/5/4/4/2/2 it would get +144 cargo slots, for a total of 360.

This would result in losing 1.87+1.87+0.44 Ladden jump range, for a new total of 13.85.

Just remove 100 tons from its basic hull mass and it will be roughly 15, more than the type 9 and pretty fine for a freighter. After all, it does seem like a flying tin can designed to accommodate most of its space to cargo and not itself.

And no, it won't become a super explorer. Its current unladden jump with the above set up is 26.37, so it would only go up to 28-ish.

Not as bad as you make it out. Would also act like a stepping stone to the type-9's jump range.

What effect would the removal of the 100 tons of hull mass have (besides jump range)
Are Jump ranges Linear to mass?

A Grade FSD and Lightest everything else makes a poor benchmark.
All E ship full of cargo would, if jump ranges drop off linearly as you suggest, have a fully ladened jump range of 3.62 or , 5.68 with the stock half sized racks
much less usable than the 7.64 fully laden or 8.95 with the half racks as it is currently

I think there would be some questions if people purchased a stock ship with a laden jump range of 5.68
 
Federal Dropship 6A, 235 MJ: 16 million cr

Just sayin' some ships are just not made for shields, or combat at all.


Oh and by the way:

Clipper 6A, 265 MJ: 16 million cr
We know what a 6A costs. Not helpful.

The name implies that it's fast. If you know anything about sailing history. How much do you think starship designers in 3301 would know about the 19th century?

Probably a whole lot more than current day shipwrights know about the ships of Ancient Rome and Greece, due to much better quality of sources.
 
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Interesting the pvp crowd want the shields buffed and their favourite tactic is to ram!

On paper they dont sound great but in practise they seem fine else why would you ram somebody if your sheilds are pants!

So you want an I win ship and for peanuts. Must be the imperialist attitude that life owes them.
 
How about, instead of buffing the shields for the Clipper, we get a variant called the Imperial Battle Cruiser? Give it a similar treatment that the Federal Dropship is getting, with it's mk II variant coming soon, along with the 'Gun Ship.' Make it 10 to 20 million credits more expensive, with better shields and improved hard point configuration, at the cost of a bit less maneuverability and straight line speed.
 
How about, instead of buffing the shields for the Clipper, we get a variant called the Imperial Battle Cruiser? Give it a similar treatment that the Federal Dropship is getting, with it's mk II variant coming soon, along with the 'Gun Ship.' Make it 10 to 20 million credits more expensive, with better shields and improved hard point configuration, at the cost of a bit less maneuverability and straight line speed.

Sounds good to me. I'm in favour of variants for most of the ships in game.
 
How about, instead of buffing the shields for the Clipper, we get a variant called the Imperial Battle Cruiser? Give it a similar treatment that the Federal Dropship is getting, with it's mk II variant coming soon, along with the 'Gun Ship.' Make it 10 to 20 million credits more expensive, with better shields and improved hard point configuration, at the cost of a bit less maneuverability and straight line speed.

This would be pretty cool (but not the name Battle Cruiser, that's the large capital ship size). I would have it redesigned so it has a more aggressive nose (like the Courier), and the nacelles are larger and pointier. Like the classic Imperial Courier.
 
I've wondered why the Type-9 weighs 1000tons while the anaconda weighs 400.

It's a big empty unarmored(compared to the anaconda) box.

I'd love it if the devs explained how they derived the hull masses.

I don't think they're derived more a case of waving the magic 'balance' wand. The huge hull mass makes it have a short jump range, whereas the condas 'mithril' hull means it has huge armour, low weight and therefore a huge range.

Why they feel the need to nerf pure trade ships so hard i don't know.

Personally i'd like to see less impact from the innate shield strength parameter and have shield strength more uniform with module size vs ship size. With a limit on oversizing and harsh penalties on undersizing much like thrusters.
 
What effect would the removal of the 100 tons of hull mass have (besides jump range)
Are Jump ranges Linear to mass?

A Grade FSD and Lightest everything else makes a poor benchmark.
All E ship full of cargo would, if jump ranges drop off linearly as you suggest, have a fully ladened jump range of 3.62 or , 5.68 with the stock half sized racks
much less usable than the 7.64 fully laden or 8.95 with the half racks as it is currently

I think there would be some questions if people purchased a stock ship with a laden jump range of 5.68

I'm not responsible for stupidity. Almost all ships jump range sucks with full E. Not my problem really.

The current 7,70-8.0 ladden jump range isn't really usable either. So beats me, it was never supposed to be used in full E. Either drop some cargo slots or don't be greedy and wait for the 5m credits it requires to become decent.

It's price range is deep enough in the game that someone should have understood by now that stock ships with no credits left for basic improvements aren't worth it.

A trader clipper with full E has 6.7.
A t9 has 5.8.
A python has 6.5.

So this comparison you made just proves what an awesome stepping stone for the T-9 it would be. Good job.

You are not supposed to have full cargo racks with E equipment and I shouldn't be concerned about anyone who is silly enough to try it.

And noone purchases a ship with the lowest possible jump range, because the ship doesn't come with full cargo hold. The type-7's default jump range when bought is 9.18 with 104 cargo slots. With the hull lightened it would be 10.2 with the same cargo slots. That's more than useable for anyone who did the mistake of buying it with just enough capital for the base ship.

I don't know which side of the universe you are shopping where they hand you the ship ready with full cargo slots.
 
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