Ship Builds & Load Outs Rigging an Explorer ASP for trade: size 3 shields do work?

So, I got my Millenium Fal... er, Explorer ASP and I had plenty of fun bounty hunting (PVE) with it.
Now I need money to build the fancy A-grade modules, so I'm going to configure her for trading and go back on the old trade routes I used with my old T7 freighter.

S6 and S5 internal modules *have* to be cargo modules, or the design won't be an effective trader.
This only leaves me with a S3 module for shield generator, which can output 113 mj. Not much, but should be fine for trade runs.

Unfortunately, my baby is going to weight 499 tons with full load. And size 3 shield generators max mass is 413 tons, so i'll be 86 tons overweight. How bad is this going to be?
 
Asp...just Asp...

To answer your question, though...don't worry about the weight. As a trader, you're going to run, not fight. So your shield just needs to be enough to buy a few seconds to jump away. And to protect against the odd bump and bruise while docking. Throw a bi-weave 3C in there and be done with it.
 
Used to have a 104t setup with class 3 shielding, which is fully ok for trading.
(As long as you aren't getting to the hottest spots of piracy and/or 'Player interaction')
The only thing to fear is a Clipper because its fast, maneuverable, heavy armed and mass locking.
But a class 3 shield can be enough if the rest of configuration is well set.

Regards,
Miklos
 
Unfortunately, the Asp doesn't have a class 4 internal. It's class 6, 5, and the rest are 3s and lower.

My own day to day do a little of everything build uses a class 6 cargo bay, class 5 fuel scoop, and class 3A shields. I also have two beam laser and 4 multicannons. I can't duke it out against a Vulture or Clipper, but if I get interdicted by a smaller ship, I have no problem taking it out.
 
Unfortunately, the Asp doesn't have a class 4 internal. It's class 6, 5, and the rest are 3s and lower.

My own day to day do a little of everything build uses a class 6 cargo bay, class 5 fuel scoop, and class 3A shields. I also have two beam laser and 4 multicannons. I can't duke it out against a Vulture or Clipper, but if I get interdicted by a smaller ship, I have no problem taking it out.


Pretty much this. Here is the build I was using for an armed trader. Mostly used it for rares trading. Not an optimal trader by any stretch, but able to take out most interdictors comfortably and able to escape if needed.

Hope this helps.
 
Here is a 92 ton trader that can fight the interdictions off, for extra funds which tend to add up quicker than the few extra tons of cargo I find. You could add extra armour but it does slow you, or lose the hull protection for an extra 4 ton. you can also jump straight into a res for a change too if you want for a bit of bounty hunting to break the trade runs a little.

http://coriolis.io/outfit/asp/05A5A...0127.Iw18WQ==.Aw18SCMxA===?bn=Fighting Trader

Of course if you are looking at pure trade(grind) and nothing else then why bother with anything except the lightest shields and as many racks as possible. I would always try the 4A engines over the 5D though for better heat effectiveness...

http://coriolis.io/outfit/asp/04A5A...504B402020101.Iw18WQ==.Aw18SCMxA===?bn=Trader
 
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