Let's talk explorers...

Blind Owl

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if you havent seen it @Blind Owl here is everything we know about it so far. https://testsquadron.com/threads/exploration-guide-what-we-know-so-far.3952/
Shit. I'd completely forgotten about your exploration thread. I skimmed it back when I first joined test. I'll read it in-depth when I get back from camping. Thanks Boss of the Lost.
Well the thing is really you want other people, people you don't know; to sacrifice their ships to this endeavor.
Right. For the glory of TEST.
 

Adiran

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Hmmmm. I wonder how that will work when you log out. I can't play 24/7, love to do fighter cover but need to park my ship somewhere while sleeping. Which ship would be big enough to park some fighters but also has exploration capabilities?
The P71 and P52 are funny little fighter which can evade fire with their speed and agility, but if somebody attacks the escorted ships, then you need stopping power, blazing guns, quick killing power, not evasive light fighters who must evade the enemy fire and must grind through their shields an armor.
Only NPCs would be stupid enough to chase a snub fighter and forget about their main target.
if you look at the guide i made it states that the idea (not hard fact yet since it's in development) is that if the ship has a bed and you are not currently in combat or being hunter (hinting on a timer of sorts imo) then when you go to sleep in the bed and logout your ship will be safe from other players blowing it up while you are logged out. However logging out when in combat or being hunted by other players your ship will not be safe for a amount of time as yet decided on.

Also its impossible to ignore a ship shooting at you from behind when he packs enough of a punch to kill you if you ignore him and shoot at a larger ship which may take significantly more time to destroy than you will.
 

Adiran

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My guess is there will be so much work for Reclaimer crews that you won't need to waste time exploring. You can have the explorers call you when they find something and literally move from job to job. If we can taser pirate groups around comm stations with a Warlock, tractor them into a Reclaimer, cut them open and keep them, there is enough work there for any Reclaimer crew that wants to be rich. Even if you can't insure ships taken through such methods, that would imply that stockpiling hundreds of pirate Bucks for time of war as a great idea and that means Reclaimers busy day and night--as much work as one could hope for.

And that's just one kind of work. "Reclaiming" artifact technologies from bygone eras sounds like the holy grail of exploration.
This is literally the planned function of the Prospectors in Rock Raiders. We go out and find things like ships and wreck fields and mining spots then have them available for Test Members to go to and make money without having to find them all.

We are still working out exactly how to pay the Prospectors for their work. But it's a great idea allowing players who want to salvage to simply log in and go salvage without having to explore first to find where they can salvage.
 

marcsand2

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if you look at the guide i made it states that the idea
I read it, very interesting!!! good readable, not too short, certainly not too long which is good.

if you look at the guide i made it states that the idea (not hard fact yet since it's in development) is that if the ship has a bed and you are not currently in combat or being hunter (hinting on a timer of sorts imo) then when you go to sleep in the bed and logout your ship will be safe from other players blowing it up while you are logged out. However logging out when in combat or being hunted by other players your ship will not be safe for a amount of time as yet decided on.
That principle is clear, but how to do that while in convoy or on an expedition? If you go to bed, then the rest of the fleet will fly further, so you must land at a big ship and go to bed while landed, otherwise the fleet will be gone in no time. The big ship should be able to hold its escort. In a flotilla or fleet this will be more then 2, so a carrier is needed. We need to find a few Bengals!!!!!

Also its impossible to ignore a ship shooting at you from behind when he packs enough of a punch to kill you if you ignore him and shoot at a larger ship which may take significantly more time to destroy than you will.
This is indeed true for larger ships. You must first eliminate its escort or fly in, bomb it and get the hell out. When a wing of 3 medium / heavy fighters attack a big ship with one P52 as defence, then the attackers can choose to eliminate the P52 first or simply split up. One keeps the P52 busy while the other 2 attack the big ship. The P52 also can't turn his back on one attacker to fend off the other attackers.
That is why you need stopping power, to eliminate the attackers as fast as possible before they get a chance to do too much damage.
 

Shadow Reaper

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That is why you need stopping power, to eliminate the attackers as fast as possible before they get a chance to do too much damage.
That is true of almost all martial conflicts. Indeed a snub fighter's best strategy is probably to get in the way without targeting enemies, but rather to just delay the action and reduce fire on the larger ship, while the big guns on the home ship work. The guns on a Carrack, Starfarer or Reclaimer are in many ways more dangerous than those on a Redeemer or Retaliator, because the really big ships are not going to maneuver to dodge and throw their turret gunners off target. So if the snub can just draw fire off the larger ship without getting dead, that is enough.
 
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Adiran

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I read it, very interesting!!! good readable, not too short, certainly not too long which is good.



That principle is clear, but how to do that while in convoy or on an expedition? If you go to bed, then the rest of the fleet will fly further, so you must land at a big ship and go to bed while landed, otherwise the fleet will be gone in no time. The big ship should be able to hold its escort. In a flotilla or fleet this will be more then 2, so a carrier is needed. We need to find a few Bengals!!!!!


This is indeed true for larger ships. You must first eliminate its escort or fly in, bomb it and get the hell out. When a wing of 3 medium / heavy fighters attack a big ship with one P52 as defence, then the attackers can choose to eliminate the P52 first or simply split up. One keeps the P52 busy while the other 2 attack the big ship. The P52 also can't turn his back on one attacker to fend off the other attackers.
That is why you need stopping power, to eliminate the attackers as fast as possible before they get a chance to do too much damage.
if you are doing a deep space convoy out where there is no safe place then having a Safe Spot in the middle of nowhere that your ships can log in and out at where most of the fleet will be when not out exploring is the safest way to do it. once you log out the idea is you come back right where you logged out.

I foresee most fleets of small 1 man fighters to be a focus fire game and not so much a dogfighting game. when its small 2v2 or something like that great but when there are 10 a side or more if everyone is shooting at the same person no matter what he will die REALLY (and i emphasize the really) fast. meaning if one fleet has 10 people shooting at 10 different targets its all on the skill of all 10 people to hit and kill as fast as possible with their 4 (arbitrary number i know some fighters have more than that) guns instead of 10 people all shooting at 1 person with 4 guns each insta popping him without much effort even if only half the people can hit him properly.
 

Shadow Reaper

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if you are doing a deep space convoy out where there is no safe place then having a Safe Spot in the middle of nowhere that your ships can log in and out at where most of the fleet will be when not out exploring is the safest way to do it.
This supports the distinction they've been drawing between "short haul" craft like the Reliant and virtually all the single seat fighters, and long-range craft like the Vanguard (which has beds). I was wondering why they put only one bed in the Redeemer and now I know--they want the spawn ability but they don't want to waste the space on more beds.
 

marcsand2

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Shadow Reaper

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Because we need some Bengals o_O:eek::D and of course some other goodies ;)
Actually, rather than hunting for Bengals, we might just find a way to take a Vanduul Kingship. That would be fun. . .

Those things are big, but so is Test, and I think it was very thoughtful of the Vanduul to build them for us. They're about the size of Port Olisar, and if a Warlock can immobilize it for even 3 minutes, that's probably enough time for a Genesis to drop a combat team large enough to take the ship. If you had a Cutlass Red parked onboard with all the troops spawn-linked to it, you would have an endless number of troops to wade through the ship. Talk about bragging rights!

Honestly, I can think of several ways to do it but it requires a large group and serious coordination. It would be the ultimate achievement for a Privateer group.
 

marcsand2

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Actually, rather than hunting for Bengals, we might just find a way to take a Vanduul Kingship. That would be fun. . .

Those things are big, but so is Test, and I think it was very thoughtful of the Vanduul to build them for us. They're about the size of Port Olisar, and if a Warlock can immobilize it for even 3 minutes, that's probably enough time for a Genesis to drop a combat team large enough to take the ship. If you had a Cutlass Red parked onboard with all the troops spawn-linked to it, you would have an endless number of troops to wade through the ship. Talk about bragging rights!

Honestly, I can think of several ways to do it but it requires a large group and serious coordination. It would be the ultimate achievement for a Privateer group.
I don't think that a Warlock even could scratch its hull with the EMP, but I surely think that a Vanduul kingship would be alloooooooot of fun :D
 

188Octane

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I plan on using the Beerfarer as my primary exploration vessel. It can skim it's own fuel and has the party kegs in the back to keep your thirst quenched for a long journey.

I'll have to reevaluate everything now. *sigh*
Why are ships so hard?
Ships aren't as hard as theorycrafting.
 

Phantomoftruth

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I don't think that a Warlock even could scratch its hull with the EMP, but I surely think that a Vanduul kingship would be alloooooooot of fun :D
I'm all for running tests of Warlock effectiveness and any other test involving dedicated component damage, rather than total destruction.
 

Adiran

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Since this also seems to be the most appropriate place. I have an Aquila I ccu'd from a Blade. Should I leave it as is, or CCU to Carrack when that option opens.
Suggestions?
That is strictly going to depend on what you plan to do with your exploration ship.

I intend to use my Carrack as a command vessel when I lead fleets and use it to explore in with a group of friends. As such I chose the carrack over the aquila since its more capable in most every way (even if it is larger target and more expensive). I do intend however to buy a Aquila once game launches to use in the same manner as the Carrack for those times when a Carrack is just to much to bring.

Advantages of the Aquila is the smaller size and crew requirements while still being a very effective long range exploration ship with everything you could possibly need. Rover, Snub, dedicated sensors, extra fuel tanks, decent armament, good defences, and less cost to run when out exploring. The only down side compared to the Carrack is it can do everything the Carrack can just not quite as well.

Advantages of Carrack are more room for friends (if you have a lot of them), Upgraded rover, exploration focused snub, a supercomputer for number crunching all your sensor data, a map table, Defence focused setup (large shields with mixed turrets), and the prestige of being the biggest baddest explorer around. This comes at a cost tho. Large cost to operate, large juicy target, and if you don't have a lot of friends on when you are on you really cannot operate the ship without more cost for NPC crew.

At the end of the day its up to your wallet (we all know some wallets can't handle the cost) and since you can get both in game it really doesn't matter too much in the end which you have. Other than the few things the Carrack has the Aquila does not, the only difference in the two is bells and whistles. Gameplay wise they will be much the same and one will incur a larger cost to operate. Not to mention Aquila's in my opinion will be far more abundant and used for that very reason.
 

Grimm_Reaper

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I always thought that medium would be the most used with ships upto 150 m being able to traverse them. If its changed to the carrack only being limited to large, it is kinda bad for long range exploration as you would be praying only for the discovery of a large whormhole or get stranded if you go beyond your return fuel capability. Though large wh are the most common, it would make exploration a whole lot easier to be able to traverse 2 types.

As for small explorers the reliant sen and DUR are the go to ships, anything else is a waste of time. the sen cause its basically a mobile mini endeavor and a DUR cause its a mini carrack. Science and exploration have for the most part been separated in this game.

Also judging by the number of science ships, 2 the sen and endeavor its going to be more in demand. Im not sure about the aquilla or carrack having science stations. I know that the ad for aquilla shows the science officer analysing data at a station but look more superficial like "planet may supports life" or there are resources available.

Guys note that the carracks radar is very specific and is not a command and control radar like on the hornet tracker or other larger military ships or the 890J. They made sure not to mention command and control as a feature on the carrack. Its radar is primarily exploration focused looking for anomalies and celestial bodies in deep space while cartography (mapping) is an added feature.
 

Shadow Reaper

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Guys note that the carracks radar is very specific and is not a command and control radar like on the hornet tracker or other larger military ships or the 890J. They made sure not to mention command and control as a feature on the carrack. Its radar is primarily exploration focused looking for anomalies and celestial bodies in deep space while cartography (mapping) is an added feature.
Yes, but remember it has three modular bays that can enhance any of its other functions, so if what you want is to use it as a command station by enhancing active radar, or adding more sensitive and focused EM to search for life signs, the Carrack is the go-to. The only thing it is not good at is self defense. You want a fleet around it if possible.

Dur's to extend its influence, a Starfarer to extend its range, and some form of fighters to make it secure. If you can bed the fighters down on a nearby world or asteroid hangar then you can split your pilots between fighters and Durs and keep some of both at all times. The more of these multi-mission pilots you have, the safer your whole group will be. The key is to make the gameplay exciting for every member of the team, all of the time. And I do mean "key". I have seen plenty of times where leaders did not care enough to make playtime fun and all that does it lose you players. There needs to be structure, but variety too, and reasons to be doing what each player is doing. People are not going to sign up to fly 20 hours/week in fighter support and nothing else. We need to always keep in mind that good leaders don't ask others to do what they are not willing to do.
 

Han Burgundy

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You want a fleet around it if possible. Dur's to extend its influence, a Starfarer to extend its range, and some form of fighters to make it secure.
One of the main things that gets me jazzed for this game is the possibility of fleeting up and doing some real Team work. I really hope TESTies make a point to play together once the Verse drops. It's part of the reason I got a starfarer. I like to be in a support role and this game really allows for it if you have the presence of mind to work together. So I'd definitely pledge my Beerfarer to such an operation.
 

Shadow Reaper

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One of the main things that gets me jazzed for this game is the possibility of fleeting up and doing some real Team work. I really hope TESTies make a point to play together once the Verse drops.
It is amazing to me how effective good teams are in venues like this. People who dig the social interaction, and like to earn their reputation by being reliable, doing what they say and saying what they do, those kinds of people find huge rewards in environments like this. Teamwork gets it done.

The mere fact that piracy and privateering should be profitable, is going to require players cooperate with each other. They are going to need each other to hold onto their ships. I almost feel sorry for those "The Corporation" bastards, that their ships are going to go missing all the time.

Almost. . .
 
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