The Beluga Liner - Design, Gameplay and Outfitting

These are my views after playing some passenger missions using the Beluga Liner. As such feel free to comment or express a different view, but nicely.

Summary

The Beluga Liner achieves its role as a luxury passenger liner and is a good addition to the game. From a purely aesthetic perspective, it has a large attractive bridge that provides unobstructed views. It's nice to fly, with quiet purring engines, and is reasonably responsive for a large ship. I also enjoy the game mechanic that allows passengers to make whimsical requests and express their dissatisfaction. This adds to the immersion and variety of missions.

That being said, there is room for improvement. The changes I would like to see are:

1. Removal or redesign of the "fins".

2. At least 30 mw of available power.

3. A range for a single jump of around 25 ly (laden).

4. The addition of one unrestricted Class 5 interior slot.

5. Refinements to passenger interaction.

These things are discussed below.

Ship Design

The design is a largely matter of taste.

However, practically speaking, the fins make it difficult when leaving or docking the space station. as a small miscalculations can lead to the ship getting caught in the "mail slot" resulting in fines or, in the worse case scenario, destruction.

The safest option for me (not a big risk taker) was to install a docking computer, but this reduces docking to a rote mechanic which doesn't appeal to me.

Outfitting

The ship can be adequately outfitted for its role as a passenger ship, but with compromises due to design choices that seemed unnecessary.

Power Module

The ship is underpowered making a 6A power module upgrade essential to address the basic power needs of the ship. That module only generates a maximum of 25.2 mw so, despite the upgrade, it was a struggle to fitout the ship without exceeding the maximum. Several trial fitouts by me used 99% (or more) of the available power with weapons deployed. I concluded that the power needed to be at least 30 mw to meet the needs of a ship having the size and role of the Beluga Liner.

Frameshift Module

The unladen jump range of the ship is around 25 ly and I would agree that it should not have a jump range that equates to specialists exploration ships, such as the ASP Explorer. However, the ASP only achieves its maximum jump range by D-rating its modules (except the frameshift module) and dispensing with weapons. That is not an option for the Beluga Liner, as its role requires it to have an balanced fitout that includes weapons.

Testing the various fitouts, I found that the Beluga Liner could only reach something near its maximum jump range with ALL non-core modules removed, which of course rendered the ship useless. Once the ship was fitted out as a passenger liner the "laden" jump range was under 20 ly. This is too short for the sight seeing and data collecting journeys that frequently exceed 600+ ly. Even a "short" sight seeing journey involved excessive jumps and time.

To some extent this is compensated by the large fuel tank (128 T) which gives the ship the ability to make 10 jumps without refuelling, but the tank adds to the weight and reduces the distance of each jump. The ship is also very thirsty, so the large tank did not relieve me from having to fit a large fuel scoop (which draws considerable power).

In the end I concluded that jump range needed to be buffed to 25 ly laden (as opposed to unladen) so a to increase its effective range as a passenger ship.

Shields

The ship's shield strength has been the topic of other posts which argue that the shield is too weak for the size of the ship. I agree. The shield is a key defensive system and would be something VIP passengers (adverse to hull damage) would expect to be of considerable strength. In my opinion, it is also necessary for balanced gameplay given that the Beluga Liner is neither fast, agile or highly weaponised.

Even installing the largest module available (Class 6A module), the shields were modest and seemed barely adequate. I found it was necessary to install two shield boosters to achieve something near maximum shield strength of around 280 mw. Unfortunately, the shield and shield boosters are power hungry using valuable power and contributing to the need for compromise in other areas.

It is worth mentioning that a prismatic shield could be used to the same effect, but I found that this only achieved a slight increase in shield strength (compared with a Class 6A shield with shield boosters), marginally reduced the jump range even further, was heavy on power and was the more expensive option.

Fuel Scoop

The fuel scoop is essential for long range passenger missions. The Class 6A module allows for a fuel scoop that is capable of filling the large fuel tank within a reasonable time, although I still found myself waiting impatiently near the star if the tank was not topped up every second jump. This mechanic was tedious on a long sight seeing mission.

Although the fuel scoop was adequate, it used the only remaining Class 6 interior slot that was not restricted. This meant that ship could not be used to carry a fighter unless a class 3 or 4 slot for the fuel scoop was used, which was not practical for the large fuel thirsty ship.

Interior Slots

I would like to see the Beluga Liner buffed by the addition of another Class 5 interior slot (not restricted to cargo or passenger modules) so players can install one ship fighter if they want. This is obviously not essential for its role as a luxury passenger liner, but ship carried fighters add significantly to the enjoyment of the game and no doubt would be popular on long passenger trips and for planet skimming. In the end I would have liked to have had the choice.

Passenger Interaction

Personally, I enjoy the passenger interaction as it added to the immersion and variety. However, in my view passenger interaction could be enhanced to make the missions more diverse and rewarding. For example, the following (or similar) game mechanics could be incorporated:

1. More whimsical requests by passengers which rewarded by a modest increase payment if met or punished with modest deduction to payment if not met, but not impact on the mission failure or success. This may allow for a huge variety of requests and much greater variety.

2. Mission failure to be limited to passenger dissatisfaction only where the player departs from the mission as initially agreed or does not comply with a request by the passenger that the player has agreed to (thereby agreeing to alter the mission parameters).

3. The ability for the passenger to express overall satisfaction on completion of the mission which could affect rep (and therefore future missions with the faction). For example, the passenger could report "recommend" or "highly recommended" to the faction on completion of the mission. If the player has acceded to whimsical requests by the passenger, then this will obviously produce a happy passenger.

4. The ability for the passenger to express overall dissatisfaction resulting in a fall in rep with the faction. This may occur for example if the player completes the mission but declines passenger requests.
 
I have been using a Beluga a bit recently as an alternative to my normal Asp Explorer "liner".

My thoughts on your comments:

Fins - Agreed. What are they even for (other than to resemble an organic beluga)?
Docking issues can be avoided by taking missions from planetary bases (which have no slot)

Power - Don't have a problem. Am using an un-engineered 5A and 20MW is more than enough for me.
(I do have 2 turreted burst lasers fitted and powered, but I don't think I will ever need to use them.)

FSD - I engineered my 7A and can jump close to 35LY fully loaded - which is fine.

Shields - 6C bi-weave with engineered 0D boosters. But again, will never need them apart from for passing the slot. Its so hard to mass lock the ship.

Fuel Scoop - A A6A scoops nearly 900kg/s, and the ship is so fuel efficient that you top up whilst normally aligning with the next system.
I can easily do 30 consecutive 30LY jumps without any additional scooping. The bubble missions are only a few hundred LY for each leg at most.

Interior slots - Tried a fighter bay but uninstalled it. Like the other defenses you will not need it. Plenty of room for AFM and Module protection.

Extra note on cabins - I downgraded from class 6 to class 5 cabins in the class 6 slots. Its hard to fill the large ones and 40T has a big performance hit over 20T.


My specs:
PAX - Luxury (4), 1st class (6 and 3), Business (10 and 10). So 5 missions concurrently.
Speed/Boost 259/353 (7D thrusters with dirty drive engineering.
Jump range 30-35LY
Effective range (without waiting for scooping) 1000LY

I like the idea of less polar PAX interaction. I especially think that PAX should not be able to withhold all payment just because they are dissatisfied. That mechanic is unrealistic and has no play value.
The only problem I have actually encountered is passenger dissatisfaction with being scanned (almost unavoidable) even when they are law abiding. It makes no sense.

(Fun ship to operate, but I can still make money quicker in the Asp)
 
Frameshift Module

The unladen jump range of the ship is around 25 ly and I would agree that it should not have a jump range that equates to specialists exploration ships, such as the ASP Explorer. However, the ASP only achieves its maximum jump range by D-rating its modules (except the frameshift module) and dispensing with weapons. That is not an option for the Beluga Liner, as its role requires it to have an balanced fitout that includes weapons.

Testing the various fitouts, I found that the Beluga Liner could only reach something near its maximum jump range with ALL non-core modules removed, which of course rendered the ship useless. Once the ship was fitted out as a passenger liner the "laden" jump range was under 20 ly. This is too short for the sight seeing and data collecting journeys that frequently exceed 600+ ly. Even a "short" sight seeing journey involved excessive jumps and time.

In the end I concluded that jump range needed to be buffed to 25 ly laden (as opposed to unladen) so a to increase its effective range as a passenger ship.

These are oxymoronic statements.

You don't want the cruise ship to jump as far as a dedicated exploration ship. Fair enough: That makes sense.

But you do feel that the fully loaded cruise liner should have a very good jump range fully loaded, to be fairly compared with a stripped explorer.

But then what happens when you strip the cruise liner? You would have a jump range comparable to an explorer.
 
Thanks to OP for a very well-reasoned report: I recognize a lot of what you say from my own experience. +1 :)

Thanks also to Flavourless +1 - you have injected some very positive recommendations for engineering the Beluga which I will have to try further (still trying to find more arsenic with the bugged wave scanner on the SRV :rolleyes: )

I like your imaginative idea of downgrading the class 6 cabins to class 5 to save weight and hence increase jump range ;)

Note to FD - you have designed a whale of a ship, that requires engineering mods to pull it up to the spec it should have started with. Please take another look at its specifications. It sorely needs another slot for fuel scooping.
 
Last edited:
The lack of unrestricted class 5 internal slots is my main complain about this ship.
Then comes the thermal management - it overheats way too easily, even bought brand new and everything unmodded, my T-9 handles the heat better than it.

Any other "issues" about this ship itself are all fine to me.
  • For instance, the huge fin, after long-time practice, now I have zero problem either when I dock it - without docking computer, or take off through the mail slot. It's like driving a limo instead of a Smart Fortwo to work, you just need to get used to it.
  • Unmodified class 6 power plant is indeed a little underpowered to fit weapons alongside bunch of shield boosters into it, but we have engineers who can help us. I'm currently using two rail guns on the top, two missile racks and one frag-cannon underneath, they are all power-hungry but I don't have power issues.
  • Same applies to the jump range, about 30 Ly with mods is a very decent jump range actually. Mine has the second longest jump range in my fleet, with about 28.5 Ly unladen. Only my Asp Explorer, which is an exploration ship, jumps further than it.

As for the passenger mission itself.
  • I just hope we could have a dynamic passenger satisfaction system, so that we could increase their satisfaction, making them happy again after we've done something wrong making them unhappy.

-

Back to the internal slots, the Beluga really needs a unrestricted class 5 internal slot.
I know some will argue: "Fighter bay or fuel scoop, pick one", so here's why:
  • With the help of SLF, I can easily kill the hostile ships - from Cobra Mk IV up to FDL - that are sent to eliminate my passengers. Because NPCs will target and try to bring my SLF down first, I could have enough time to turn around and align myself with them to engage.
  • With the 6A fuel scoop, I can finally pick multiple sightseeing missions at once and accomplish them without docking somewhere half-way to refuel - which can get myself scanned. Also a large fuel scoop is always welcome to do those exploration oriented sightseeing missions.
If I have to choose one - which I already have in the live game - fighter bay.
The capability of launching fighters is a major reason why I bought the Beluga instead of Orca for passenger missions.
But I really looking forward to go exploring and sightseeing with my Beluga, with fighters.


I have opened a suggestion thread discussing further about this:
https://forums.frontier.co.uk/showthread.php/318087-Suggestion-Unlock-one-class-5-internal-slot-in-Beluga-Liner-for-SLF

In this thread I also suggest that Beluga should have one class 7 internal slot.

So I've been thinking this topic further, realised that we not only need one more universal class 5 internal slot, but a real internal re-balancing for the Beluga Liner, to give it truly more configuration options.

These are my initial thoughts about re-balancing the internal compartments of Beluga Liner, the precondition of course, is leaving everything else (core compartments, hull mass etc.) untouched.

First, upgrade its one universal class 6 slot to class 7. By doing this, the Beluga Liner will finally gain a decent shield generator for its size, to provide passengers a much better protection from hostile ships and mail slot accidents. Or for pilots like me who prefer a larger fuel scoop, the class 7 slot can also fulfil this specific demand. So here: better shields or better refuelling rate, choose one.

Second, unlock one restricted class 5 slot. This is my very first thought to give Beluga Liner the flexibility of having the fighter bay exactly fitted in its same sized slot. Pilots who want to have a class 6 fighter bay with two fighters can still use the universal class 6 slot. Here: use the universal class 6 slot for a class 6 fighter bay, or use the universal class 5 slot for a class 5 fighter bay, choose one.

Third, the reason why some compartments in Beluga Liner are restricted is clear and understandable, keeping two class 6 slots and one class 5 slot restricted for passenger cabins, cargo racks, hull reinforcement package and module reinforcement package will do the trick. Beluga Liner is and will always be a passenger ship.

Finally, downgrade some of those class 3 slots to class 2. Low-end class slots are always used for utility-alike modules like scanners, docking computer, collector limpet controller, vehicle bay etc. We don't need that much class 3 slots, it's fine to downgrade one or two of them to class 2 for balancing. But don't combine them, the total amount of slots does matter and should remain the same.

A quick summary:
Before: 4x class 6 (2 restricted), 2x class 5 (2 restricted), 1x class 4, 4x class 3
After: 1x class 7, 3x class 6 (2 restricted), 2x class 5 (1 restricted), 1x class 4, 2x class 3, 2x class 2
Like this, the Beluga Liner will be a much more competitive alternative to Anaconda for long-range exploring-oriented passenger missions, less shields, less armour, less firepower, and overheats all the time, but costs less, can fit luxury cabins, and looks a lot better.

What do you guys think?

Thanks for reading.
 
Last edited:
The problem I have with passenger missions is that (when I flew a bloogy) was that I could never fill it up - I don't do the whole mode switching malarkey or whatever - but I'd find one mission going somewhere and nothing else - so why did I bother fitting all these cabins? I can do equally as well in a Keelback (so I did)...
 
Back
Top Bottom