Newcomer / Intro Suggestions for improving my spaceship welcome

o7 CMDRs

After playing Elite on the PC for several months in 2014, I have now rediscovered it on the PS4 - the long hours it takes to sit in front of the PC in my job make playing with it in my spare time unbearable.

The fascination has gripped me again.

I would love to get your opinions and suggestions for improving my spaceship "project". Maybe you can optimise the build even further.

The requirements that the ship must fulfil:
  • be able to jump a distance of at least 50 light years (unladen).
  • be able to withstand and devastatingly return attacks against NPCs.
  • survive long enough against PvP gods to be able to flee.

My preferences:
  • Ship designs I like: Eagle, DBX, Chieftain, both Kraits, and the Mamba.
  • I am usually too lazy to fly without a landing computer or supercruise assist.
  • Trading and mining bore me. Travel and exploration are my thing.
  • I love playing with friends, so the ship needs options for multi-crew so they can be somewhat actively involved.

I've been playing around on Coriolis and came up with this build: POSSIBLE GOAL

Since I still have an infinite amount of materials to farm.... the ship looks like this at the moment: CURRENT SHIP

Disclaimer:
For the lasers, I intentionally took the (weak) turrets to create the gunnery slot for multi crew. Please bear with me.


I look forward to hearing your suggestions for improvement.

Cruise safely
CMDR N. "br0adsw0rd" da Silva
 
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That leaves you with the choice between Phantom for range or Mk.II for firepower and the SLF. The latter may be a compelling argument, though, if you want to focus on multicrew.

DBX and Eagle don't have the firepower, the Alliance ships struggle (like most combat ships) with the range, and the Mamba is one hot fighter, but very limited everywhere else due the low number of internal slots.
Downside of the Mk.II would be that, in full combat trim (and similar to your loadout), it will struggle to reach 40 ly (only minimal engineered to check the jump range):
 
The SLF is tempting indeed, as I think it may provide more fun for the guest, then the control over the turrets.

I'll buy a Krait MK II and swap some of the equipent to give it a try once i'm back from my trip in the void.
 
o7 CMDRs

After playing Elite on the PC for several months in 2014, I have now rediscovered it on the PS4 - the long hours it takes to sit in front of the PC in my job make playing with it in my spare time unbearable.

The fascination has gripped me again.

I would love to get your opinions and suggestions for improving my spaceship "project". Maybe you can optimise the build even further.

The requirements that the ship must fulfil:
  • be able to jump a distance of at least 50 light years (unladen).
  • be able to withstand and devastatingly return attacks against NPCs.
  • survive long enough against PvP gods to be able to flee.

My preferences:
  • Ship designs I like: Eagle, DBX, Chieftain, both Kraits, and the Mamba.
  • I am usually too lazy to fly without a landing computer or supercruise assist.
  • Trading and mining bore me. Travel and exploration are my thing.
  • I love playing with friends, so the ship needs options for multi-crew so they can be somewhat actively involved.

I've been playing around on Coriolis and came up with this build: POSSIBLE GOAL

Since I still have an infinite amount of materials to farm.... the ship looks like this at the moment: CURRENT SHIP

Disclaimer:
For the lasers, I intentionally took the (weak) turrets to create the gunnery slot for multi crew. Please bear with me.


I look forward to hearing your suggestions for improvement.

Cruise safely
CMDR N. "br0adsw0rd" da Silva
I modified your goal ship a bit regarding your requirement to "devastate NPCs" and "to be able to flee from PvP gods". It's just 0.36 ly short of 50 ly jump range. The Long Range modification is not effective on turrets and gimballed weapons because of their tracking wobble. You need to get fairly close to hit an opponent with them so short-range blaster is better. If you want more sustained fire power you could take a 7A power distributor instead of the 7D but that will lower jump range to 46 ly. The Corrosive mod on one of the multicannons is essential to increase damage (one is enough since the effect is no cummulative). The Scramble Spectrum mod is mostly for fun though module malfunctions on the target can be helpful. I set the power priorities such that you only need grade 1 overcharge (saves materials). You can keep the AFMU switched off and only switch it on when you do repairs. Engineering the standard Lightweight Alloy armour saves weight (in fact it weighs nothing). A 5A fuel scoop is enough as you only have to scoop 5t per jump and it frees up the size 6 slot for a shield generator. Shield Boosters are more useful in those utility slots than Point Defences.

o7
 
Thank you very much.

Appreciate the insight on the lasers, ill keep to your advice.
Does the more powerfull shield make up for the loss off 200 hp hull without the military grade composite?
I don't want a fighter, i have a Chieftan that does that job pretty good, just a survivor that can defend itself with the help off a friend. :).

About the PDTs: since i found out they defend me automaticly while i'm in the SRV in the range of my ship I just can't live without them anymore.

Here my try to make the ultimate multi crew version as suggested by Ashnak.
Krait MK2
 
Just a slight variation. This one drops the armor for HD/DP stock alloys, and shuffles the optionals a bit, replacing the SCA and DC in effect with HD/DP HRPs. Of course you lose the hands-off operations, but the ship gains one light year jump, doubles the integrity and costs 50 million less, and otherwise remains unchanged. Just spitballin'

HD/DP = Heavy Duty / Deep Plating

 
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Just a slight variation. This one drops the armor for HD/DP stock alloys, and shuffles the optionals a bit, replacing the SCA and DC in effect with HD/DP HRPs. Of course you lose the hands-off operations, but the ship gains one light year jump, doubles the integrity and costs 50 million less, and otherwiswe remains unchanged. Just spitballin'

HD/DP = Heavy Duty / Deep Plating

If I could suggest an alternate approach - what you have there is a fast, moderately agile ship that is honestly not going to leave much for a multicrew friend to do. Unless you bring a fighter bay, you're really better off flying in a wing if you want to play with friends.

If you're just starting out down the engineering path, and probably don't have the guardian FSD booster unlocked, then I don't think you're going to hit 50 LY in a combat-capable ship. I might suggest a build like this to get started (minimal engineering available from the starting engineers): https://s.orbis.zone/cy-o

That gives you 32.6 LY base unladen range, good speed, reasonable defense and damage - a solid all-arounder with a fighter bay for friends. If you want to make some money while traveling, you can swap the cargo bay for a passenger cabin and run some tourists around to interesting destinations. If you want to do a bit of heavier combat you can temporarily swap the fuel scoop for a 6B shield cell bank, which will almost fully recharge these shields six times during a fight. You could also shuffle around to a 5D collector limpet and size 6 cargo bay if you're collecting loot.

And once you have more stuff unlocked and more materials gathered, you can eventually upgrade it into this: https://s.orbis.zone/cy_n

Which is an all-around formidable ship for PvE boom-n-zoom style combat, fairly gank-proof due to the defense stats and permaboost that will make you extremely hard to hit, and thanks to the guardian booster and extensive lightweighting still manages almost 45 LY unladen.
 
Thank you very much.

Appreciate the insight on the lasers, ill keep to your advice.
Does the more powerfull shield make up for the loss off 200 hp hull without the military grade composite?
I don't want a fighter, i have a Chieftan that does that job pretty good, just a survivor that can defend itself with the help off a friend. :).

About the PDTs: since i found out they defend me automaticly while i'm in the SRV in the range of my ship I just can't live without them anymore.

Here my try to make the ultimate multi crew version as suggested by Ashnak.
Krait MK2
The shield alone is 994 hp that is more than shield and hull combined in your original design. To keep fighting with shields down you need a really strong hull (> 1000 hp) and module reinforcements. That's not feasible if you want good jump range on this ship.

Without the Shield Boosters the shield is marginal for fighting. Using one Shield Booster and one PDT might be a good compromise. The idea is to fight relying on a strong shield and to escape using the high speed of this ship when the shield almost goes down. In case the shield does go down in the last moments of the fight you have just enough armour to take a few hits before you make the jump to safety.
 
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