Why must combat ships have terrible range?

New and totally genius solution!

External disposable fuel tanks.

Fairly pricey.
Requires no slots.
Used first before anything.
Auto jettisoned when empty + manual drop.
Very High chance of exploding if shot.
Different sizes for different ships, small(32t) medium(64t) and large(128t).

very cool idea, but fuel isn't exactly the problem here ;-)
 
or you could just get over it

i wouldn't mind a bit more jump range, but i have been fighting all over the bubble with this baby, no problemo: http://coriolis.io/outfit/fer_de_la...70404070m0000B25d325366.AwRj4yrI.AwiMIyrVaA==

it can scoop on the fly. it just means a couple more jumps, a bit of patience and having to check a bit more carefully for scoopable stars on the run. not something you can't get used to. i've started to even kind of like it! :D

Hehe, apart from the weapons that's identical mine. I just use 4x 2E/G Pulse and 4A PA
 
If you outfit Corvet to optimize jump range it will be about 20LY. Not bad actually. But you want to put all that hi end super duper combat equipment, SCBs, reiforced alloys, hull packages, huge heapons and expect that thing will still jump like a Michael
Jordan?

Jump range is totaly fine. Just use fuel scoop.

By the way.. I'm wondering what jump range Capital Ship have? :)

I used to do that all the time in smaller ships - especially the Viper. It doesn't really work in high end ships because high end internals are rare. Yeah, you'll get more jump if you strip it down, but you'll have to go back just to find a system that sells the guns/internals.
 
- first of all - you know, that ship-transfer is coming, don't you? so that problem will not exist soon - take your DBS/DBE/Asp/Cobra/Hauler/... go, where you want to play, and order your FDL/corvette/... at least that is how i understood the upcoming feature.

No I don't - is this confirmed by the devs? I know that's something that's been asked for, but I also understood it was something they'd explicitly refused to add.

if you are not only playing combat pilot, basic jumponium is not scarce and will push your FDL's jumprange to 14-16 ly range ... with that you can move her more easily to a CG (but it still sucks)

It's impossible to get if you're on Xbox, and only obtainable with ship landings and SRV work that you don't really do in combat ships.

reoutfit a ship for a travel ... you can fit extra fueltanks and a big fuelscoop, drop weapons etc. target the hightech-system next to your target, nd reoutfit.

You can, but only at rare systems that stock everything, getting back from them puts you in square one again.

the clipper has a good jumprange and is a very good piracy ship

It does, being a trader over a pure combat ship. I've owned one. I really wasn't asking for ship recommendations though.

this: Cough* Anaconda Cough*

Yes, the Anaconda is great at everything. The Cutter gets more cargo and better shields in return for lower range. The Corvette gets better guns for less cargo, less armour, and cripplingly poor range.

Why does the combat alternative ship have so much worse range than the trade alternative one? There's a design reason for it, what is it?

- - - - - Additional Content Posted / Auto Merge - - - - -

New and totally genius solution!

External disposable fuel tanks.

Fairly pricey.
Requires no slots.
Used first before anything.
Auto jettisoned when empty + manual drop.
Very High chance of exploding if shot.
Different sizes for different ships, small(32t) medium(64t) and large(128t).

It's a nice idea, but Frontier have specifically designed combat ships to have poor range. It's a design decision - if they wanted you to have a workaround they'd have just given the ships decent range in the first place.

The question is: why? There are a load of things that could be done for balance, why range on top?
 
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I think that a range of 15lyr rather than 12lyr would be more reasonable for ships like the Corvette and FDL. It's not a huge buff, but would make them at least capable of longer trips when bounty hunting or moving from system to system.

The FDL is supposed to be a bounty hunting ship, so I would expect it to have better jump range. Ask yourself, would Boba Fett have put up with a ship that couldn't follow targets between systems?

To balance their low jump distance, a larger class of fuel tank could be considered to upgrade range. Yes, you can buy one for another internal slot now, but for the FDL there isn't the "spare" internal space to use without sacrificing something critical, like fuel scoop or interdictor. The Vulture is in a similar pickle with jump distance and range. A bigger fuel tank would improve matters.

Alternatively, you could always add a longer FSD spin-up time to these ships, so they could jump 25Lyr, but took much longer to jump. After all, if someone started to attack while they were charging, it's not like they're helpless. That gives prey a head start, but no guarantee of easy escape...

Just my view.
 
OP is spot on. Every time I consider buying an FDL, I look at the jump range and don't even bother. It's range and jump distance is pathetic. All the combat ships could use a slight buff, but every time this comes up the "hurr-durr balance" argument is thrown around. What exactly is it unbalancing? A range increase doesn't make them better at combat, haul more cargo, better miners or explorers because as dedicated combat ships they don't have the internals.
 
That doesn't add up. Lol you're flying it all wrong!
100ly / 12ly = 8.333333333 jumps
Just grab a fuel scoop and set your course to fastest route.
The scoop I have fitted can usually fill up my tank in the same time it takes to line up my next jump and charge the FSD.
Just make sure you fuel at every stop . lol

No your calculating it wrong, jumps are never in a perfect straight line, the are many times a jump might be 13lys and having a 12ly range means taking a 3 jump path just to close the 13lys. Plot a jump from Shinrarta to Cherets (sp?) And I bet it's 15 jumps and I don't believe that's even 100 lys
 
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Longer range
Slightly less firepower
Lower agility

Sounds like you want the Asp. Massive range. Lots of hardpoints (but smaller), weaker hull but lots of module slots for boosting and strengthening.

Do you really mean you want longer range variants of the same ships? In that case the only balance would be the power plant so that if you wanted the range you would have to sacrifice the power for shields/weapons. While that migth do it we'd just have people complaining about poor ship designs again.

I don't think the Corvette or FDL having a few extra light years would make them into a combat Asp.

I sort of agree with the op. Back when it was just the Viper it made sense to me. But now we have all originally planned ships it's become very obvious that combat focus = worst jump range, across the board.

It seems a bit off to me because the only reason for balance is pvp chases. Which seems a bit of a fringe case to Base an entire ship router's balance upon.

It wouldn't be quite so jarring if we had one combat ship capable of moderately decent jump ranges, that sacrificed something else. But all combat focused ships have low jump range. It does seem excessive and I'm not buying the pvp chase theory. I mean, has FD actually come out and said that?
 
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Yes, the Anaconda is rather overpowered - clearly the best ship in the game at everything. The Corvette just beats it in combat but sacrifices everything and gets terrible range to do so and the Cutter just beats it at trade, but still gets ok range.

Why does the Corvette have to give up more than the Cutter?
Lol the corvette does not give up more than the cutter, not by a loooooong shot.
im not saying the corvette and the FDL aren't two ships I would consider exceptions to the short range combat ship rule, and I am not saying the anaconda is overpowered.
The cutter and the corvette should both be upgrades to the anaconda and still have distinctive flavor. A combat crippled trade"war"ship cutter and a long range jump challenged patrol corvette are not upgrades.
all I'm going to say about that.
 
I don't think the Corvette or FDL having a few extra light years would make them into a combat Asp.

I sort of agree with the op. Back when it was just the Viper it made sense to me. But now we have all originally planned ships it's become very obvious that combat focus = worst jump range, across the board.

It seems a bit off to me because the only reason for balance is pvp chases. Which seems a bit of a fringe case to Base an entire ship router's balance upon.

It wouldn't be quite so jarring if we had one combat ship capable of moderately decent jump ranges, that sacrificed something else. But all combat focused ships have low jump range. It does seem excessive and I'm not buying the pvp chase theory. I mean, has FD actually come out and said that?

Please define combat ship.

Anaconda can be one has has great jump range
Viper MK4 is a combat ship and had a decent range
some of the others too

I think people really are taking BIG/LARGE combat ships - they want to take a star destroyer everywhere with them. Anaconda is the only one that has this capability right now.

I do think the FDL needs a bigger jump range though considering what it is meant to be. However expecting this on the Python is why it was nerfed in the first place. It became the de-facto PvP ship because it was too good at everything.
 
No I don't - is this confirmed by the devs? I know that's something that's been asked for, but I also understood it was something they'd explicitly refused to add.

yes, it was mentioned in one of the livestreams, so sometimes this year/soon.



It's impossible to get if you're on Xbox, and only obtainable with ship landings and SRV work that you don't really do in combat ships.

concerning xbox that's right - and unfortunate. of course you will not collect jumponium in a combat ship, but you can get a sidey or an eagle, collect the stuff, and move your ship.



You can, but only at rare systems that stock everything, getting back from them puts you in square one again.

you wouldn't reoutfit your class A6 thrusters, or A6 powerdistributor, you would sell and reoutfit the more common parts - scb are sold broadly, pulse lasers, too - fsdi isn't hard to get... instead fit fuelscoop, and extra fueltank. that is how i used to move my vulture (now i simply buy a new one)

It does, being a trader over a pure combat ship. I've owned one. I really wasn't asking for ship recommendations though.

we need more ships! (!!!) those that there are may fit the role, but we don't like them.

There's a design reason for it, what is it?

paper, scissors... i can't see a lore reason, so i guess that's the idea.

No your calculating it wrong, jumps are never in a perfect straight line, the are many times a jump might be 13lys and having a 12ly range means taking a 3 jump path just to close the 13lys. Plot a jump from Shinrarta to Cherets (sp?) And I bet it's 15 jumps and I don't believe that's even 100 lys

that's right. more jumprange = more systems the route planner can choose from, to plot a straighter line. while 20-25 ly jumprange doesn't make a huge difference, 10-15 ly does. for sure somebody did the math for average distance betwee systems in the bubble.
 
Please define combat ship.

Anaconda can be one has has great jump range
Viper MK4 is a combat ship and had a decent range
some of the others too

I think people really are taking BIG/LARGE combat ships - they want to take a star destroyer everywhere with them. Anaconda is the only one that has this capability right now.

I do think the FDL needs a bigger jump range though considering what it is meant to be. However expecting this on the Python is why it was nerfed in the first place. It became the de-facto PvP ship because it was too good at everything.

I said combat focused.
 
You can significantly increase the jump range of fighters - if you kit them out like exploration vessels. Poor jump range is the price of stacking on guns and armour.
 
I can live with that, what botheres me into near insanity is when you pick a slightly further destination, hit HJ, and get the reply: "You exceed your fuel something blahblah.
Looking at my tanks, I see this particular jump would only consume like 1/5 of my fuel amount???
God, the logic...
 
You can significantly increase the jump range of fighters - if you kit them out like exploration vessels. Poor jump range is the price of stacking on guns and armour.

which is also a problem the other way round - a battleship having 25 ly jumprange fully kitted would easily unbalance exploration - see the anaconda. you could counter that through a low number of internal, though...

but i can understand, that people want to take their corvette or fdl to a CG. i'm getting one, when ship transfer is introduced.
 
So is the Viper MK4 not combat focussed?

Actually, the Eagles also have good jump range. That's three ships that are OK. So I retract my original statement.

It's just any combat focused ship that isn't tier 1 size that suffer poor jump range. So I suppose you need to basically restrict yourself to those three ships if you want to get about with any reasonable time frames.

So we do have a choice. It's just not much of one.

I've gotten used to it. I don't mind my FAS's limited jump range and I sacrifice a big internal to use a scoop, often needing several jumps to get around.

I think the Corvette has probably been the proverbial straw and camel's back. At 500m+, I think people were expecting not to be so limited. And I definitely agree with that.
 
I can live with that, what botheres me into near insanity is when you pick a slightly further destination, hit HJ, and get the reply: "You exceed your fuel something blahblah.
Looking at my tanks, I see this particular jump would only consume like 1/5 of my fuel amount???
God, the logic...

oh there is a logic. FSD can only burn a max amount of fuel per Jump - the Distance it travels that way is determined by - uhm - other surrounding factors. Imagine a Dense Nebula of some strange dark matter / energy / whatever sort that decrease Jumping Range.
Your FSD can still only burn X max amount tons of Fuel per Jump but now with only half the distance.

So the message translate to: this FSD cannot burn that much Fuel in one go to get this Distance done.

(and when it's the way I try to understand this message in a RP way ;-)


EDIT: I haven't tried FSD boosts yet, but with my logic above it would mean, the Fuel amount wound not change, but you would still get a better range, can someone confirm that?
 
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I can live with that, what botheres me into near insanity is when you pick a slightly further destination, hit HJ, and get the reply: "You exceed your fuel something blahblah.
Looking at my tanks, I see this particular jump would only consume like 1/5 of my fuel amount???
God, the logic...

My car has a 50 litre tank. I don't understand why my 2 litre engine can't use it all at once to go further in a shorter time. (Yes I know I used the litres incorrectly but so what the point still stands).

"Congratulations Commander, you used all 64 tons of fuel, jumped 150 light years in a single bound and are no stranded because you have no fuel left to reach the station 13 light seconds away from where you are." - exactly what did you think the maximum amount of fuel you should use in one jump should be set to anyway?
 
Wait: INCORRECT!!!!
If the engine can only consume X amount, then it's an ENGINE restriction, NOT!!!! a fuel restriction, sorry.
The message should be engine directed, not fuel amount directed, that's simply misleading.

At the next poster, but you CAN go on until the tank drops out on fumes.
I never said something about time things, i spoke about distances.
Not the same, is it.
 
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