The higher you go the worse off you are....

Flying the big ships is a lot of fun...if you simply enjoy flying and are an outfitting junkie.

Been in the Anaconda for a few days now and have to say its a really awesome experience.

Spent a couple of weeks in the Python and really enjoyed that.

Combat in anything larger than a MKIII or a Viper is far too easy so i have a MKIII in the garage for when i want a reasonable scrap.
 
So how do you manage to freely switch between ships? Aside from parking them all in one system I haven't found a solution yet. And that means the first system you buy your addon ship will be your home base.
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That to me already limits the uses as exploring will be completely out of the question with such a setup.

I use my fully tooled asp as a mobile home base, the extreme jump range makes it easy to relocate to a new storyline area in a few minutes (actually, a stripped down sidewinder with 25 light year range will do). If its a long way off and I want to play then I just buy a new viper or cobra or whatever hull locally if I want to participate in the action. Strip the parts and sell them when finished, you only lose 15 or 40k on the hull, which you'll more than make up while you're there.

Ok I wouldn't do it with an Imperial clipper or larger, but you don't need to keep the cheaper ships in the shed, cash in the bank is almost is good. Only hassles is outfitting them at the other end.

Edit: I just noticed your name. I use the same one in other forums, thought I'd messed up the quote somehow!
 
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Yes lategame content is lacking, aim to a bigger ships looks the only goal one can aim for. Wait next patches for something else. Unfortunately, the costs of the largest ships, it's avaible only for solo-rare-grinders, even if you can get there in ages doing something else, (that is still not a good design, but would be at least a lategame) it's hardly believable you will be able to maintain them with repairs and fuel scanning planets and mining palladium.

This is the obvious problem when one role is gaining money at 10x the speed the other roles, if the costs are less a trader would be able to buy 10 condas and then come here and blame the devs for no lategame, so obviously the costs are setted taking in account the average money gain of someone "good". If this "good" means running no shield full of rares in solo istances (with a very small probability to loose money) and you don't like it, deal with it, they have the right to play how they want (strong argument for an abuser).
 
So how do you manage to freely switch between ships? Aside from parking them all in one system I haven't found a solution yet. And that means the first system you buy your addon ship will be your home base.
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That to me already limits the uses as exploring will be completely out of the question with such a setup.

I have 3 ships and the two I do not use are parked in my home system.
Switching home systems is easily possible with the use of buying throw away sidewinders.
 
ok, so this is not a moan or a complaint, but an observation from a progressive point of view.
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I don't play solid, but try and get in about 3-5hrs an evening and make the most of it by varying what I do, I start off rare commodity run, do a bit of bounty hunting, do a mission or two and look around to plan upgrades.
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I finally reached the ASP and have noticed a block in the way, I cannot see the added fun, only the added cost, I still have an A fitted viper but would like to use the ASP to continue having the same degree of fun but feel stronger. Feel stronger yes, fun is about the same, cost has dramatically increased in anything I do.
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Is there something missing here, I know the old 'mile wide, inch thick', but did they not expect people to progress to bigger ships expecting more fun, Im wondering how much it costs to run the larger 'Med' size ships, my mate has one and it cost him 100k to fill a third of the tank.
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With the various Cr exploits about i suppose it is not an issue for those whom choose to use it. Should we have some structure to missions that net you higher reward (rep, Cr, ranking etc..) for each type of ship (size class etc), haulers give you more hauling missions and are governed by min/max cargo slots (min being what the ship has when bought). Cobra/viper/eagle have more combat orientated missions. They could do this through USS as most of the missions are completed this way.
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This would feel more reason to go for a bigger tougher ship, just a though/observation from a progressive point of view

I think you have realised this problem before most players will.
Trading has a line of progression through ships. Hauler->adder->cobra->type6->type7->type9.
You earn more money, buy the bigger ship, which lets you earn more money, but costs more to run. Nothing wrong with that if you like trading.

There are no dangerous systems to trade in. I've done some trading in a weaponless and shieldless type6. There is no big dangerous anarchy system I couldn't get into, but more importantly, there aren't big rewards to bother going there. That means having a fighter/trader ship for trading is fairly pointless. The cobra, asp and anaconda would be good for this, if it was needed.

If you aren't trading but focusing on combat, ship progression is an even bigger problem.
You go sidewinder->eagle->viper or cobra (some prefer the viper some the cobra) after this is should go asp->clipper->python.
But what are you fighting that needs a fully combat loaded out Asp? I can't see any reason to need this ship, but the bigger problem is the money you will earn doing bounty hunting / assassinations / piracy.

Earnings through trading scales, earning through combat doesn't. Maybe you can destroy some ships a bit quicker, to earn more bounties, but I don't think it scales the same.
 
I am constantly surprised how much and fast people are grinding this game. Its not going away in a months time. I'm taking it real slow so not to burn it out.

Did the grind in beta (where it was easier) to try every ship.

Only up to a trading cobra and a fighting eagle at the moment. The eagle is great fun.. Good enough to put up a fight, not so good that your guaranteed success.
 
Get a python and the game changes. Everything is killable, over 200 tonne cargo even with full combat and exploration modules, good jump range, small enough to smuggle in (tried it in an Imperial Clippers and it is very risky getting through the letterbox at speed) and can land on ouposts. The best all rounder I have flown. I can pick any mission I like and swap between combat, trading or exploration whenever I like and still be profitable
 
I use my fully tooled asp as a mobile home base, the extreme jump range makes it easy to relocate to a new storyline area in a few minutes (actually, a stripped down sidewinder with 25 light year range will do). If its a long way off and I want to play then I just buy a new viper or cobra or whatever hull locally if I want to participate in the action. Strip the parts and sell them when finished, you only lose 15 or 40k on the hull, which you'll more than make up while you're there.

I love my ASP and I love this idea! :) +1 rep
 
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