Solving the Frameshift problem.

Who says that fully laden trade ships need to have good jump range? If you want good jump range on your ship, don't fill it to the brim with cargo.

Seems more like a solution looking for a problem tbh.

Because such a ship is already severely handicapped in other ways, including shield capacity, hardpoints and their placement, handling, engine speed, etc etc. Nothing wrong with what amounts to a paper mache cargo holder with an FSD welded onto it if that's its primary role.
 
Right, why have 30 different flavors, when you can make them all Vanilla, how exciting. :rolleyes:

I didn't say make all ships the same The exact opposite. :rolleyes:
I'd like to see each have unique positives and negatives and they need to examine the whole fleet at once and determine where changes should be made.
Right now everything is done in isolation and the Anaconda and Python are forever outliers.
 
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Because such a ship is already severely handicapped in other ways, including shield capacity, hardpoints and their placement, handling, engine speed, etc etc. Nothing wrong with what amounts to a paper mache cargo holder with an FSD welded onto it if that's its primary role.
Jump range, fuel tank and cargo capacity are the only relevant stats for trading. So it makes sense to me that these ships don't have all of them at high levels.

I don't expect my combat ships to have good power supply, firepower, defense and speed. I expect some combination of the relevant stats with significant trade offs. I wouldn't ask for improved power supply on the vulture and list low cargo space, jump range and fuel tank as the reasons why it needs it.
 
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