Since picking up ED and joining the community in December, I've seen the same question asked repeatedly: "How much money do I really need to buy a <insert ship name here>?" Hell, I've even asked it myself a few times. The most common answers from the pilots who have been around for a long time seem to fall into two categories:
The one true answer that every pilot needs to know is this: the only thing that matters is that you have enough cash on hand to pay for the insurance. Now, if you happen to be accident prone or looking to pick fights, you'll want some multiple of that insurance so that you can die multiple times, but really it's all about making sure that you have that rebuy cost when launching into space.
For me, I've flown the Sidey, Eagle, Hauler, Adder, Viper, Cobra, Type 6, and I'm now in an Asp. In every single case, I bought the ship with enough cash to buy a handful of D Module upgrades, some guns, and some basic outfitting (bigger cargo, utility modules, and so on). Doing this has taught me some valuable things:
Ultimately, you're the one who has to fly the ship. Don't listen to the bazillionaires who wouldn't touch a ship that wasn't all A Modules. Don't be afraid to try something new. I think I bought my Hauler when I had about 80k credits. It was enough to get me flying, trade bigger, and earn faster than what I could do in the Sidewinder, with still enough cash in my pocket for insurance. I've kept that pattern up after that, and most recently got into a trade/courier/bounty hunter Asp for an initial investment of less than 8.5 million. It's been a great ship so far, and I'm so glad I didn't follow everyone's recommendation that I wait until I had 15 million or more. And like I said, it's great knowing it will only get better from here.
Seriously though, don't ever forget the insurance. Beyond that... enjoy!
- Having the money needed to equip the ship with all A Modules plus cover insurance
- Saving up some multiple (2-5x) of the base cost of the ship (which usually covers #1)
The one true answer that every pilot needs to know is this: the only thing that matters is that you have enough cash on hand to pay for the insurance. Now, if you happen to be accident prone or looking to pick fights, you'll want some multiple of that insurance so that you can die multiple times, but really it's all about making sure that you have that rebuy cost when launching into space.
For me, I've flown the Sidey, Eagle, Hauler, Adder, Viper, Cobra, Type 6, and I'm now in an Asp. In every single case, I bought the ship with enough cash to buy a handful of D Module upgrades, some guns, and some basic outfitting (bigger cargo, utility modules, and so on). Doing this has taught me some valuable things:
- Upgrade prioritization - what actually matters most to a build
- Power management - how to optimize
- Mistakes are cheaper - it's a lot cheaper to make all your learning errors in a D Module ship than in one that's fully kitted
- Knowing that it can only get better - if you like the ship when it's affordably equipped, you'll love it as you start adding upgrades
Ultimately, you're the one who has to fly the ship. Don't listen to the bazillionaires who wouldn't touch a ship that wasn't all A Modules. Don't be afraid to try something new. I think I bought my Hauler when I had about 80k credits. It was enough to get me flying, trade bigger, and earn faster than what I could do in the Sidewinder, with still enough cash in my pocket for insurance. I've kept that pattern up after that, and most recently got into a trade/courier/bounty hunter Asp for an initial investment of less than 8.5 million. It's been a great ship so far, and I'm so glad I didn't follow everyone's recommendation that I wait until I had 15 million or more. And like I said, it's great knowing it will only get better from here.
Seriously though, don't ever forget the insurance. Beyond that... enjoy!