Question regarding ship building and game mechanics

I am guessing this is a kind of mixture of peer pressure and... let me call it "asset envy" - Everyone's got cutters and carriers, so I need them too, because obviously they must be crucial to playing the game. What's overlooked it that those people who own cutters, corvettes, carriers and whatnot have accumulated their stuff over the course of a lot of hours. And not "a lot of hours" in the sense of a typical modern single player game (100 hours to be generous), but hundreds to thousands of hours.

All those grind guides and "skip to endgame assets" tutorials that are still out there on the interwebs all fail to mention that this is a long term career game, and there is no raid boss you need to collect the best gear for to beat them as fast as possible.

But I can see it's hard to take it slow when a lot of players around one are swimming in credits and assets. Peer pressure is a female dog.

I am guessing this is a kind of mixture of peer pressure and... let me call it "asset envy" - Everyone's got cutters and carriers, so I need them too, because obviously they must be crucial to playing the game. What's overlooked it that those people who own cutters, corvettes, carriers and whatnot have accumulated their stuff over the course of a lot of hours. And not "a lot of hours" in the sense of a typical modern single player game (100 hours to be generous), but hundreds to thousands of hours.

All those grind guides and "skip to endgame assets" tutorials that are still out there on the interwebs all fail to mention that this is a long term career game, and there is no raid boss you need to collect the best gear for to beat them as fast as possible.

But I can see it's hard to take it slow when a lot of players around one are swimming in credits and assets. Peer pressure is a female dog.
What made me want a cutter and a goal to work to was one thing, cargo capacity. Yes, it's barely over a type 9, but I was something to work towards. I started as a hauler, so it seemed like a good target.
 
If you like running cargo I'd use a smaller ship to earn some buyback funds and then take the T-9 out again.. My plan would probably be to get a G5 engineered FSD for it, to use a smaller ship to unlock the guardian FSD booster, and possibly get a G5 shield, or even pledge to the blue haired fairy princess and get a prismatic shield for it. Better thrusters would be nice too, and eventually an engineered hull. Then I'd use Inara https://inara.cz/elite/market-traderoutes/ to find a nearby high paying trading loop (20-25mil per run). That'll quickly make you rich and you'll only meet the occasional pirate, not the higher powered ones that can come after you when running missions. The T-9 is a money printing machine, especially if you like to trade.
 
Ah... but once you have a carrier (and the running expenses covered), what are you going to do with that money? You can only own one carrier per CMDR - and the Galaxy is littered with decomissioning carriers.
Money in ED isn't what it used to be - the real "currency" (as in hard to get and easy to spend) are engineering materials. Which you can neither buy nor sell.
My super long range goal is to interact with malstrums (tiranus seems to be the best one, since if I understand things correctly, it can't actually invade any of its near by systems, correctbme if im wrong)
 
That's a fine end goal, a lot to learn on the way though!

It can be quite peaceful and cool or get quite hectic in there, but it's a long way to get there!

Have you tried the spire sites, they are maybe even more atmospheric and IMO more easily accessible.
 
That's a fine end goal, a lot to learn on the way though!

It can be quite peaceful and cool or get quite hectic in there, but it's a long way to get there!

Have you tried the spire sites, they are maybe even more atmospheric and IMO more easily accessible.
I don't think I'm ready for spires yet, distance and the thargoids presence has kept me away
 
Heatsinks have very specific applications. Mostly:
  • you are using modules that generate nasty heat spikes, like shield cell banks or - nowaydays mostly - AX weapons.
  • you're a smuggler or similar stealth operator and want to sneak past the guards. This might technically also work against pirates, but then you should use a ship that runs cool to begin with.
  • for an explorer it can make sense, to get out of a pickle like when you run into a close binary or something

For a space trucker there is typically no reason to do it. If you expect to get shot at, shield boosters are usually a better use for the slots.
 
I don't think I'm ready for spires yet, distance and the thargoids presence has kept me away
Yes, thargoids are for more experienced commanders. Just saying that the spires are the more accessible of the two. Not much if any engineering needed (depending on what you want to do).

FWIW, when starting my alt I made about a billion in a lightly engineered T-9. https://edsy.org/s/uCd6k

Edit: Doing trade, not hauling mission cargo.
 
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Yes, thargoids are for more experienced commanders. Just saying that the spires are the more accessible of the two. Not much if any engineering needed (depending on what you want to do).

FWIW, when starting my alt I made about a billion in a lightly engineered T-9. https://edsy.org/s/uCd6k

Edit: Doing trade, not hauling mission cargo.
Thank you for your input. I will consider it.


Missions do give me more than just money, still want to get that cutter

Cutter, to me, seems to be a type 9 hauler with teeth

So I can use it in the malstrum and get out alive
 
I do have one question about corrosion resistant cargo racks, how do they work?

Does only the thargoids stuff go in it, so if I pick something else up, that space will still be there? Do I have to place it in the first slot for the right stuff to go into it?
 
I said need because they were talking about making money using a fleet carrier
My super long range goal is to interact with malstrums (tiranus seems to be the best one, since if I understand things correctly, it can't actually invade any of its near by systems, correctbme if im wrong)
So, as far as goals go, these are fine, but an FC isn't going to help much with either of them, which is why i asked.

There's plenty of ways to make more money than an FC can... an FC definitely opens up more opportunities to make money, but take missions for an example... you can't load your FC up with mission cargo and run them all out of that. You can only ship it as per the mission needs in a normal ship.

Meanwhile, the utility of FCs for Maelstroms and the Thargoid war is about sustaining fighting ships in the front line. You're self- professed not a combat person, which is fine, but if your goal is you want to explore maelstroms etc rather than fight the war, an FC is not a big game changer compared to your requirements for engineering and tech broker stuff. I personally happily do everything with just a ship, with no notable impact due to no FC access.

There'd be more benefit to taking time to learn money making with ships first, and to do all the engineering/TB unlocks to build the ship you need for Maelstroms and then reassessing whether you need an FC or not.
 
I do have one question about corrosion resistant cargo racks, how do they work?

Does only the thargoids stuff go in it, so if I pick something else up, that space will still be there? Do I have to place it in the first slot for the right stuff to go into it?
Anything can go in a crcr. Basically it just means you'll have cargo capacity just like usual, but it just means the first x tonnes of corrosive cargo won't have its effect, based on however much capacity you have.
 
So, as far as goals go, these are fine, but an FC isn't going to help much with either of them, which is why i asked.

There's plenty of ways to make more money than an FC can... an FC definitely opens up more opportunities to make money, but take missions for an example... you can't load your FC up with mission cargo and run them all out of that. You can only ship it as per the mission needs in a normal ship.

Meanwhile, the utility of FCs for Maelstroms and the Thargoid war is about sustaining fighting ships in the front line. You're self- professed not a combat person, which is fine, but if your goal is you want to explore maelstroms etc rather than fight the war, an FC is not a big game changer compared to your requirements for engineering and tech broker stuff. I personally happily do everything with just a ship, with no notable impact due to no FC access.

There'd be more benefit to taking time to learn money making with ships first, and to do all the engineering/TB unlocks to build the ship you need for Maelstroms and then reassessing whether you need an FC or not.
My idea for the carrier was just to have a base next to or near the malstrum, instead of needed to fly back and forth with a station, I could also have universal cardigraphics in board and make money off of that
 
Just a word of warning … when I started playing my aim quickly became “get a Corvette” and I was able to do so relatively quickly.

However, I rarely fly it due to it’s lack of speed and need for large landing pads. I much prefer a Krait Mk II, Mamba or FAS for both mission running and combat.

Obviously a Cutter won’t have the speed issue … but it manoeuvres like a brick.

So, you know, there’s no guarantee you’ll love it when you get there so maybe just enjoy the journey and try out a ton of other ships along the way?
 
Just a word of warning … when I started playing my aim quickly became “get a Corvette” and I was able to do so relatively quickly.

However, I rarely fly it due to it’s lack of speed and need for large landing pads. I much prefer a Krait Mk II, Mamba or FAS for both mission running and combat.

Obviously a Cutter won’t have the speed issue … but it manoeuvres like a brick.

So, you know, there’s no guarantee you’ll love it when you get there so maybe just enjoy the journey and try out a ton of other ships along the way?
I am enjoying the python, don't even have all the modules fully upgraded yet. I am enjoying the journey to get my cutter and everything else I want to do. The python has been a fun detour I wasn't expecting to take. The grind is fun to me.
 
One thing to keep in the back of your mind, is that every now and then there is a community goal missions that usually lasting a week and the right one often has insane profits simply hauling the most profitable item.

Until then, play around with the other ships, hauling and mining and learn flying and the interdiction mini game. Build up credits and materials so that eventually you can buy a big ship to rake in the bucks by hauling. Many CMDRs start small and jump to a T6 or T7 and eventualy a T9.

Steve
 
Part of the fun for me is the grind. I actually enjoy working towards something. And I am learning along the way. I did handicap myself starting as a hauler, and I tunel visioned on that. I now have a python that I am working on, as suggested by the people here. It's a night and day difference on how the python feels since I'm used to the type 9. Once I get my feet under me, I'll need to give combat a try. Fleet carrier and cutter, and by extension malstrums, are just my super long term goals, something to work today and use what I learned along the way.
While the Python can be a great ship in a fight, it is probably not the best to learn combat in if only because it is still quite expensive so repeated rebuys while learning will start to burn through your funds again and rebuys can be quite common learning combat.
 
One thing to keep in the back of your mind, is that every now and then there is a community goal missions that usually lasting a week and the right one often has insane profits simply hauling the most profitable item.

Until then, play around with the other ships, hauling and mining and learn flying and the interdiction mini game. Build up credits and materials so that eventually you can buy a big ship to rake in the bucks by hauling. Many CMDRs start small and jump to a T6 or T7 and eventualy a T9.

Steve
I went through the smaller ships actually to get to the type 9, started with a hauler, type 6 then type 9.

I really wanted to do the community goal that just happened, but distance and lack of combat knowledge and knowledge regarding guardian sites stopped me
 
What made me want a cutter and a goal to work to was one thing, cargo capacity. Yes, it's barely over a type 9, but I was something to work towards. I started as a hauler, so it seemed like a good target.
Having goals is great but, IMO, Elite is a long term game to be played for years not months.

I am enjoying the python, don't even have all the modules fully upgraded yet. I am enjoying the journey to get my cutter and everything else I want to do. The python has been a fun detour I wasn't expecting to take. The grind is fun to me.
There is a lot to be said for steadily working your way up through the ships, there is a different feel for each of them and it can be surprising how much more enjoyable some can be to fly compared to how their statistics could lead you to expect.

My route was
  1. Sidewinder
  2. Viper
  3. Sidewinder
  4. Cobra III
  5. Asp Explorer
Then I started to have more than one ship, my T9 came later but that was when it couldn’t haul much more than an Anaconda, but as you can see I was much more about shooting stuff than hauling back then.
 
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My idea for the carrier was just to have a base next to or near the malstrum, instead of needed to fly back and forth with a station, I could also have universal cardigraphics in board and make money off of that
Iirc you can't jump fc's into maelstrom systems (someone might correct me), and you'll still need to jump in and out (risking hyperdiction). Some break that rule by being there to begin with i think? Either way, a few maelstroms have a populated system within one jump.

With UC, it's main utility is out in the black well away from civilisation to hand in your explo data (and get first tags). If that's what you're after, cool, but seems at odds with parking a jump or two away from a maelstrom in the bubble.

Hope that helps.
 
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