Robigo and the Keelback

Actually a 30 million/hour Robigo run is very relaxing. With a 64tons ASP you take 5 mission a 6 million (requires Elite rank). To get the missions you switch BB maybe 4-6 times, needs 5 minutes. Delivering that is relaxing because the 6 missions won't cause too many interdictions, and can be done in a hour if nothing goes very wrong and no time is wasted messing with NPCs/commanders.

By picking more missions one can make it much more interesting of course, and that will get one under 10 million/hour.

6 missions at 6 million a piece takes a long time. I'm elite ranked. The 6 million ones are rare. Even at Elite, I rarely get 5 million + missions, and most of those are high cargo. Tycoon missions seem to be the highest credit per ton. 10 million per hour isn't easy. Travel time has to be taken into account, and that's usually 15 jumps to your first stop minimum, plus the time dropping them off, plus interdictions, plus time in super cruise, plus the time it takes to get to Robigo in the first place, plus the time it takes getting the missions.

The numbers actually aren't much better than I can do in my Cutter with a good route. Sometimes, I can do better with it. Keep in mind, these are ELITE ranked missions people are complaining about. Elite rank should mean the highest paying in the game.

In any case, it isn't as lucrative as people make it out to be. It can be a huge pain at times, too. It is just fairly consistent, and a lot more fun than most other ways of making money. I wish everything else was brought up. Nerfing isn't necessary.

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Here's some actual numbers to show how lucrative Robigo really is. https://forums.frontier.co.uk/showthread.php?t=237118

Note the rank required to get these numbers. High rank missions should pay well. If they were to make any changes, they should make the Elite missions better than the Tycoon missions, which they rarely are.
 
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With a 64tons ASP you take 5 mission a 6 million (requires Elite rank).

Where do you get these 6 million missions from? I normally spend about 20-30 minutes to fill up my ship with eight to eleven 4 million plus missions (84T cargo). I have records of all my missions. From the last 109 missions, two were 6 million or more!
 
I knew it!

And yes. I miss him as well. His books dealing with ascension is what helped me understand a lot of things, especially ME3's ending.

+REP

Its also a pretty good miner, base assault ship (put dumbfires in the 5th hardpoint) and entry-level trader. Its basically a cheap but ultra-versatile multirole ship, kinda like an Adder+.

Yes, it is a multirole ship, but it's very marginal. Still, it's only available to a subset of Elite players anyway, so making it in any way better than the stock MKIII would make people shout "P2W"

In it's defense, the Cobra MKIV is a small well equipped explorer with plenty of module space to do the job. It's one of the cheapest explorers that can fit basically EVERYTHING to explore a system from top to bottom.
Ah... I see, "A system explorer..." I was going to say, "Hang on, how can it be an explorer with such poor jump range..."

Agreed. The Keelback sounded such an exciting proposition, a Q-ship and a blockade buster.

I didn't realise that the fighter bay occupies a class-5 slot. :eek:

Much like the SRV taking a slot (rather than the original proposal of just consuming cargo space, which is more game friendly), often it seems to me that things are designed along the lines of 'how can we make this instantly irrelevant'. Sorry, I don't wish to groan on as there is so much that is excellent, but sometimes they seem horribly intent on snatching defeat from the jaws of 'enjoyable-gameplay-victory'.

[/moany mcmoanhead]:S

Moany mcmoanface, indeed. Me, too. I also love the phrase, "snatch defeat from the jaws of victory!"

Does it? If so you could strap it into any ship with a class-5 slot, even if it cannot eject a fighter. Makes no sense, my guess is that it will be a special slot that some ships have and others not.

Hm, but you put the SRV bay into a slot where otherwise you would have a cargo rack, so sorta is cargo. Implementation makes sense too, because any ship has the ability to carry SRVs.

No, SRVs pop out the regular cargo hatch built into every ship, but launching fighters requires a bay door larger than the common cargo bay door, apparently. These large bay doors are currently on the Keelback, T9, and the "3Cs" as I like to call them 'Conda, Cutter, Corvette.
That's why you can launch a fighter from the Keelback, but not the T6 which actually has more cargo.
 
Can someone please quote the source that says fighter bays will take up a class 5 internal? As far as I know, no such thing has been stated, but it could be that a dev might have mumbled it on a live stream and only a few people picked it up. I see it mentioned in no other discussion anywhere.
 
I've taken the Viper Mk.IV into Conflict Zones - and all I got was poor performance from this Ship.
If you're delighted about that performance level - you've simply never flown a heavy fighter to its full envelope.

And if you compare a Cobra MkIV to a Type-7 as some form of "alternative", you've got some serious reading to do on the very basics of Ship design, performance envelopes and resulting capabilities *lol*

I'm outta this pointless discussion. Cya.
I love how people say I'm the most narcissistic person here. Then I read stuff like this.

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No, SRVs pop out the regular cargo hatch built into every ship, but launching fighters requires a bay door larger than the common cargo bay door, apparently. These large bay doors are currently on the Keelback, T9, and the "3Cs" as I like to call them 'Conda, Cutter, Corvette.
That's why you can launch a fighter from the Keelback, but not the T6 which actually has more cargo.
*Gunship

=]

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Can someone please quote the source that says fighter bays will take up a class 5 internal? As far as I know, no such thing has been stated, but it could be that a dev might have mumbled it on a live stream and only a few people picked it up. I see it mentioned in no other discussion anywhere.
The highest sized optional module for the Gunship and Keelback is a class 5.

It's just an assumption based on somewhat hard evidence.
 
I'd call that supposition at best ;)

Personally, I'm hoping that it won't take up any slots at all ... both the Keelback and Gunship are beefier and slower than their sister ships, but with smaller internals. It's possible that it won't take up a slot as it's 'built into' the framework of the ship. I'm not that optimistic, mind you. I certainly do hope it doesn't take up a class 5 internal, mind you ... that would horribly gimp both ships as neither can really spare those slots.
 
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