Surprising (?) benefits of prebuilt ships

So, the prebuilt ships have some pretty good features in addition to zero-credit cost and fun cosmetics:

  • Zero rebuy - make a nuisance of yourself with fewer consequences
  • Some engineered/guardian modules (FSD boost, guardian gauss etc)
  • Deployable instantly, anywhere (at least, anywhere there's a shipyard, including fleet carriers)

So in other words, this allows you to use the prebuilt "explorer" ship as an instant "ASBO taxi", when you're sent to the Pillar of Fortitude Correctional Facility (or wherever). It has a 46ly jump range.
Likewise, the AX chieftain could be instantly deployed to an AX zone - for "free" - and with a zero rebuy.
The way this interacts with "on foot" gameplay is interesting. If you find yourself out in the wilds, you can maybe get moving quicker.

Not gamebreaking, and the builds aren't top tier, but - certainly convenient.
 
I haven't seen mentioned anywhere, but can you engineer the existing modules on a prebuilt ship? Can you store that engineered module to replace it with a standard module and then swap back? Also, if you claim a pre-built ship from another shipyard, does modules remained engineered?
 
I'd read the prerelease notes, I just hadn't really thought it through. The fact you can get an instant python2, dbx, chieftain or type6 wherever you need one is the thing that made me go 'hmmmm'. And zero rebuy is great, since it can lead to cost-free recklessness.

I'm looking forward to specific builds for canyon racing, surface ops (srv, dumbfire missiles, surface scanner), trade, smuggling, piracy, multicrew (t10, fighters), Faction-themed CZ warships even? Fed vs Imp vs Alliance? It's a great way to enable folks to just jump straight into the game, with others, and not be at a massive disadvantage. A multicrew AX ship would be epic... conda maybe?

Looking at existing successful community events, "standard" racing builds would be an amazing way to jump straight into community events.
 
I haven't seen mentioned anywhere, but can you engineer the existing modules on a prebuilt ship? Can you store that engineered module to replace it with a standard module and then swap back? Also, if you claim a pre-built ship from another shipyard, does modules remained engineered?
Yes, you can engineer the zero-cost modules, BUT you can't subsequently store them or move them. If you want to put something else in that slot, you need to destroy the 'free' module. So, probably best to avoid engineering prebuilds.
The rebuy cost is the cost of anything you add to the ship, so, modules, armour etc. To be fair, this still substantially reduces the rebuy cost.

 

rootsrat

Volunteer Moderator
So, the prebuilt ships have some pretty good features in addition to zero-credit cost and fun cosmetics:

  • Zero rebuy - make a nuisance of yourself with fewer consequences
  • Some engineered/guardian modules (FSD boost, guardian gauss etc)
  • Deployable instantly, anywhere (at least, anywhere there's a shipyard, including fleet carriers)

So in other words, this allows you to use the prebuilt "explorer" ship as an instant "ASBO taxi", when you're sent to the Pillar of Fortitude Correctional Facility (or wherever). It has a 46ly jump range.
Likewise, the AX chieftain could be instantly deployed to an AX zone - for "free" - and with a zero rebuy.
The way this interacts with "on foot" gameplay is interesting. If you find yourself out in the wilds, you can maybe get moving quicker.

Not gamebreaking, and the builds aren't top tier, but - certainly convenient.

For clarity, it's worth mentioning that to redeploy your pre-built ship, you need to first sell it first (locally or remotely). This means you are losing:
  • All the non-prebuilt modules you have put on it since the last deployment
  • All the engineering on the pre-built modules

Also, any modules you put on it are subject to standard insurance costs.
 
They also seem to have greatly reduced maintenance costs. So far, I have never had to do any repairs - under the Advance Section - for my Python MK2.

Also, for anyone getting the Python MK2 - take it somewhere you can buy reinforced/military/other bulkheads asap. Buy one of them (preferably something you actually want to swap to) and then buy normal (zero cost) lightweight bulkheads. Then you can engineer the lightweight bulkheads and store them without having to worry about losing your engineering. Just a tip. :)
 
Also, any modules you put on it are subject to standard insurance costs.
This is actually something that has been unclear to me (I'm not sure it has been stated clearly in any of the announcements).

In other words, if you buy a prebuilt ship (including the basic Python MkII early access ship) and you install new modules into it (eg. and engineered one), and your ship gets destroyed, at the rebuy you pay for the insurance of what you changed about the ship, and then get the ship as it was before it was destroyed?

(I'm assuming this is the case because else it wouldn't make much sense, but I haven't seen this clearly stated. Or at least don't remember it being clearly stated if it has.)
 

rootsrat

Volunteer Moderator
This is actually something that has been unclear to me (I'm not sure it has been stated clearly in any of the announcements).

In other words, if you buy a prebuilt ship (including the basic Python MkII early access ship) and you install new modules into it (eg. and engineered one), and your ship gets destroyed, at the rebuy you pay for the insurance of what you changed about the ship, and then get the ship as it was before it was destroyed?

(I'm assuming this is the case because else it wouldn't make much sense, but I haven't seen this clearly stated. Or at least don't remember it being clearly stated if it has.)
You get all equipment back as normal, regardless. The only difference is insurance cost. (Whatever was paid for in Arx is free).

When you however sell your ship, you can redelpoy in the same state as purchsed for Arx.
 
The ability to deploy prebuit ships after the initial acquisition without transferring them is an interesting point, but the rest should have been fairly obvious from long extant precedents, or is actually listed in the loadout.

Zero rebuy???
It is surprising indeed, no one ever mentioned that.

It's implicit in the lack of cost/value for the hull/modules. Rebuy is always a fraction of the purchase price. If the price is zero credits, it has a zero rebuy.

They also seem to have greatly reduced maintenance costs. So far, I have never had to do any repairs - under the Advance Section - for my Python MK2.

Same thing. No purchase cost, no maintenance cost, as any subset of zero is also zero.

This is actually something that has been unclear to me (I'm not sure it has been stated clearly in any of the announcements).

In other words, if you buy a prebuilt ship (including the basic Python MkII early access ship) and you install new modules into it (eg. and engineered one), and your ship gets destroyed, at the rebuy you pay for the insurance of what you changed about the ship, and then get the ship as it was before it was destroyed?

(I'm assuming this is the case because else it wouldn't make much sense, but I haven't seen this clearly stated. Or at least don't remember it being clearly stated if it has.)

Yes, this is also implicit in the value of whatever the current modules are.
 
For clarity, it's worth mentioning that to redeploy your pre-built ship, you need to first sell it first (locally or remotely). This means you are losing:
  • All the non-prebuilt modules you have put on it since the last deployment
  • All the engineering on the pre-built modules

Also, any modules you put on it are subject to standard insurance costs.
Exactly this. I honestly don't see what all the fuss is about. Yes, you can magic respawn these ships anywhere in their stock state, but what does that matter when stock ships aren't worth flying? Even the best pre-builds have one or two "engineered" components. Engineered the way I want, though? With what experimental effect? Not needing any other modification at all? The way I see it, worst case scenario, (in terms of exploitation) someone buys a pre-built ship and then doesn't actually use it as anything but a suicide taxi to bounce back to the bubble (without losing an engineered ship) from far distant stations or carriers that don't sell sidewinders. Because it won't be much good for anything else to anyone doing any serious playing. These ships are accelerated starting points, nothing more.
 
Back
Top Bottom