Newcomer / Intro Want that new ship but don't have the credits for all the upgrades? Do it anyway!

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:
  1. Having the money needed to equip the ship with all A Modules plus cover insurance
  2. 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!
 
Question what happens if i blow up a ship do i get it back for a fee
You'll have to pay 5% of its current worth, including modules. Check your right info panel (press 4) for "rebuy cost".
If you can't pay that, you have the option to remove some modules from the ship at rebuy, to reduce cost.
You'll also get a loan of up to 200k credits, if you can't pay.

If you still can't pay, you get a free sidewinder.

@Topic
I kinda agree. Fun is first, and earning a multitude of your next ship, while always flying the same old ship, might get boring after a while.
 
Last edited:
While I agree with the ops principle, I am not sure I have ever been advised to hold off purchase till you can a rate it.
Possible it did happen but I just ignored the advice as total garbage.
Personally I always like to know just how much I will need to a grade it, and normally fit a grade fsd on purchase, but that is just my preference.
 
Yeah I will generally agree that while I've heard many people advise pilots to have enough to upgrade a ship before buying it, I don't think I've heard anyone saying you need to have enough to A-grade it, or at least I've not heard it very often. I for one have never A-graded a ship, mostly as I value jump range too much.

It's good advice though, I think in this game if it feels right, it is right. No restrictions have been placed on what you can do so why place them on yourself? All I would say about having the money for upgrades is, if you're already flying a high-spec ship, and you want to buy a bigger ship, check out what it's capabilities will be, as it might feel like a downgrade if you don't upgrade it at all. You might want to upgrade one or two things.
 
I agree entirely op. It normally gets said about getting your first asp but just true. People say the stock asp is rubbish but it's the best ship you would have ever had so far. You do not need 20m available to buy an asp.
 
I think it's a good idea to have enough extra to upgrade some parts from the E grades that come with purchase - notably FSD and power distributor and maybe weapons or cargo space etc. but you really don't need to A Grade everything straight away. I like to let the ship pay for its own upgrades.
 
Usually hold on until you can properly upgrade it to trade spec or good enough not to be a burning wreck on your 1st combat. I hold off until I can afford A now, but that's because I am at the "endgame" ship progression wise and I just add to my collection when buying a new ship.
 
Too many unknowns for me, i like to remove as many unknowns as i can.
Assuming i only currently have one ship, i would not trade in the ship i have, make sure after buying the new ship i would still have my rebuy on the old ship and some seed money.
After all, the ship i have got me this far. So if the new ship needs more upgrades than i can afford without digging in to my old ship rebuy (and seed cr) then i would continue to fly my old ship until my new ship was of satisfactory standard. I then have two decent ships and the choice to sell the old one.
Very little risk because you always have your (albeit old) ship and you gradually build up your new ship until happy.
 
Yeah, good advice really.

I would say that the priorities are having enough credits left over to insure the new ship a couple of times over, upgrading the cargo holds (as they generally put in a lower class than the ship supports) and also having enough credits after all that for cargo to haul so you can continue to trade.

If you can afford to upgrade modules to D class that's good too.

Just never buy a new ship and leave yourself skint. You can't continue to trade and build up your credits again and you run a risk of losing everything by not having insurance.
 
Yeah. If you're a trader, you need to make sure you have trading capital...

Otherwise, totally agree. I'm a total newb but I really love upgrading my ships as I go. Doing a little trade run and upgrading the hardpoints. Do another and upgrade the FSD. Rinse and repeat. Just keep that trading capital available and it should be happy days. Just remember that your trading capital should go up as your cargo hold gets bigger.
 
Back
Top Bottom