Ships should be reworked in order to give more incentive to players to use something other than the Python or the Anaconda. (No nerfs involved)

For all the talk of the Anaconda, I see very few people flying one on a day-to-day basis.

Then you haven't been paying attention. It's one of the most widely used ships in the game.

It is certainly widely owned but...

Interesting distinction there.

Just 'cos a ship is widely owned, it doesn't necessarily follow that you'll be more likely to see other CMDRs flying them.

In general, I'd suggest that the more expensive a ship is, the less likely people are to fly them in Open... unless they're specifically built for Open.
I dunno if there's any way to determine what the most commonly seen player-ship is but I wouldn't be surprised if it was the FdL or, perhaps, Krait.

Whatever it is, it's likely to be a ship that players are deliberately flying for a specific purpose in Open (probably pew-pew) or it'll be a ship that players aren't really fussed about losing.
 
Interesting distinction there.

Just 'cos a ship is widely owned, it doesn't necessarily follow that you'll be more likely to see other CMDRs flying them.

In general, I'd suggest that the more expensive a ship is, the less likely people are to fly them in Open... unless they're specifically built for Open.
I dunno if there's any way to determine what the most commonly seen player-ship is but I wouldn't be surprised if it was the FdL or, perhaps, Krait.

Whatever it is, it's likely to be a ship that players are deliberately flying for a specific purpose in Open (probably pew-pew) or it'll be a ship that players aren't really fussed about losing.
In Colonia it's definitely the Kraits and Asp Explorer.
 
Au contraire. - I snipped the rest just to save space
While it's true that the 'conda gets the highest jump range and you can't argue with that, I will argue if that necessarily makes it the best explorer or even trader. I much prefer a Phantom for exploration, for instance. Sacrificing jump range, as long as you can carry all the modules you could want, is acceptable in exchange for the benefits you get from a smaller ship. Same can be argued for trading, where you could sacrifice some range for extra range. I haven't done the math on this, so take with a pinch of salt (I may be completely wrong xD).

As for the Python, it's the most cargo you can fit on a medium ship, correct? And that's really it, if you want to do any other kind of activity you can do better in a different ship. I'm not trying to argue that they aren't good ships, they're clearly excellent. I just wouldn't say they're game breaking or an issue.
 
While it's true that the 'conda gets the highest jump range and you can't argue with that, I will argue if that necessarily makes it the best explorer or even trader. I much prefer a Phantom for exploration, for instance. Sacrificing jump range, as long as you can carry all the modules you could want, is acceptable in exchange for the benefits you get from a smaller ship. Same can be argued for trading, where you could sacrifice some range for extra range. I haven't done the math on this, so take with a pinch of salt (I may be completely wrong xD).

As for the Python, it's the most cargo you can fit on a medium ship, correct? And that's really it, if you want to do any other kind of activity you can do better in a different ship. I'm not trying to argue that they aren't good ships, they're clearly excellent. I just wouldn't say they're game breaking or an issue.
I explicitely stated long range explorer, for the Conda is the only ship to reach more than 80 LY jump range.

And the Python can easily carry 180 tons and the shields & hull to protect them, something no other medium can, not even the Krait MkII.
That's why for me it's the king of M-pad missions. It can do all of them.

But the only thing that really is an outlier is the Conda hull stat. Anything else is just differentiation.
 
I play BGS stuff and guys I'm sick of flying in Python :((( I prefer imperial ships but they have NO MEDIUM ship at all. Would love to land my Clipper on outposts and handle that 180t cargo missions in one take. Clipper because of handicapped hardpoints should also be able to carry a fighter bay is someone wishes to. Seriously that hardpoints on a Clipper... Forget about hard hitters like rails or plasmas. If you're using gimballed then your REAL firepower is comparable to any small ship with c1&c2 fixed hardpoints.

Also in 2018 they mentioned something about manure aka Asp Scout buff. We're in 2020 and I'm asking where is the BUFF? WTB.
 
I sold my 'Conda and mothballed my Python and fly around in a Krait II or a Courier.

In my view the question posed by this thread is more of a reflection of the pilot than the ship.

There are many who don't feel compelled to fly the most advantageous ships, but the ones they like.
 
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I explicitely stated long range explorer, for the Conda is the only ship to reach more than 80 LY jump range.

And the Python can easily carry 180 tons and the shields & hull to protect them, something no other medium can, not even the Krait MkII.
That's why for me it's the king of M-pad missions. It can do all of them.

But the only thing that really is an outlier is the Conda hull stat. Anything else is just differentiation.

My Krait carries 200 tons and a passenger cabin...shields aren't superb, but with the speed I have, I don't have a problem defending my cargo.
 
It is certainly widely owned but I have to say that I have seen more Kraits T9s and Cutters being flown by the few players I have encountered lately, my own was flown briefly a month or so back for a brief comparison against my first Corvette. Back before the T9 was reworked I used to use the Anaconda a lot for heavy hauling but not done much hauling with it since than, I did try it as an explorer in the pre FSS era but was disappointed in it for DSSing systems due to its handling in cruise.

I have seen a few more Pythons but again mine is currently parked until I want to go mining again.

Agreed. I have an Anaconda too, and I enjoy using her, but I have spent at least 10 times more game time in my Cutter.
 
That being said, the poor Clipper does need some justification for being Large, and I wouldn't mind seeing the Anaconda's hull weight get corrected.

I think it is the 'wing' span. It is bad design.

The clipper should be redesigned and given retractable pods.
That would make it one of the coolest medium pad ships in the game and significantly increase its usefulness.
I liked my Clipper, but it is very unpractical. I dumped it as soon as I had the credits for something better.

EDIT:
And when FDev is at it they could give the Clipper a more hawkish aggressive nose too, just like the original. I never liked the new Donald Duck appearance of the Clipper.
 
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I think it is the 'wing' span. It is bad design.

The clipper should be redesigned and given retractable pods.
That would make it one of the coolest medium pad ships in the game and significantly increase its usefulness.
I liked my Clipper, but it is very unpractical. I dumped it as soon as I had the credits for something better.

EDIT:
And when FDev is at it they could give the Clipper a more hawkish aggressive nose too, just like the original. I never liked the new Donald Duck appearance of the Clipper.
Ok, I'm out. I can't...I just can't...
 
I explicitely stated long range explorer, for the Conda is the only ship to reach more than 80 LY jump range.

And the Python can easily carry 180 tons and the shields & hull to protect them, something no other medium can, not even the Krait MkII.
That's why for me it's the king of M-pad missions. It can do all of them.

But the only thing that really is an outlier is the Conda hull stat. Anything else is just differentiation.
I get 70 out of my Phantom and the only real thing I'm missing is a second SRV. I'm actually thinking of downgrading the shield (currently class 5) and getting the bigger bay, with a slight loss in jump range. It's still plenty jump range and I would argue it's 'preferable' for exploration. I mean, if you truly intend to visit a lot of systems, higher jump range will make you miss more systems along the way.

As for the Python, the cargo is only relevant for a certain category of missions. It can do all of them, it's the best at a certain category, but there's better ships for other stuff. If you want to haul or mine in a medium ship, yea, Python is the choice. It's also adequate at other missions, but it's not really a prime choice.

Anyway, I'm gonna stop arguing here. And not to be misunderstood, it's not because I'm displeased with you or anything like that. You've made your arguments, which are valid. I've also made mine and there's only a slight difference in perception in my mind. Our disagreements are merely about personal choice and I don't think either of us will change their preferences :)
 
So many changes need to happen...

-Type 10 should be able to deploy x2 SLF at the same time, this would be both fun and make it a contender in the top big ships. Also maybe about 50-100MS base speed boost.

-Ships like the t7, asp scout, mk4, should be completely reworked as they are dumpster trash.

-rework of module expirimentals and modifications in general to create more variety. Some mods are just garbage.

-Wheres the panther clipper?

-An absolute damage defense.

-make the ECM useful

-Bigger than class 5 HRPS for more variety in ship utility and builds

-flat FSD boost across the board for QOL purposes... maybe +10LY for all ships.

-Allow commanders to specialize profession with perks, like a skill tree.

-more variety in CG special modules size, gimballed, turret with reworks of the trqsh rewards almost no one uses etc.

But despite just these simple samples of wants and needs that have existed for years...

We get totally unfocused updates, and i dont think thats going to change any time soon.
 
-Allow commanders to specialize profession with perks, like a skill tree.

That's an interesting idea, depending on how it was implemented.

I wouldn't like to see ships get magical buffs depending on who was flying them but if there was some plausible way to provide that sort of thing I'd be up for it.
Perhaps they could set it up so that experience in various activities increased your rating in those things and then engineers would supply related mod's that were a little bit better as a result?

Course, the other thing would be how/if you prevent people from just grinding one activity after another in order to maximise every "perk".
 
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