Ships on my In-Danger list

Kaz

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As i don't plan on using much more money on ships for this game, i have been trying to figure out wich one of my ships are in danger of beeing melted if another must have ship shows up. So i made a short list of ships that im unsure about. Would love some input from you guys on what you think about the ships in general and the role they will play in the finished game.

1. Misc Prospector with a CCU to Orion. Mining is a thing i look forward to trying, but mostly as a hobby i think.
So im hoping for a medium mining ship as i find the Prospector a bit small, and the Orin to big for cassual solo mining.

2.Cuttlass Blue. Not really sure why i bought this one as bounty hunting isnt really my thing.. Not sure what other roles it will exell at.

3. Vanguard Warden with both BUK's. The warden looked so awesome when the first consept was out. But lately im having doubts about it.. I guess the Harbinger will be an ok combat/torpedo ship, but unsure about the warden.. And E-warfare isnt usually my thing. Just got the BUK to have the option.

4. Connstellation Phoenix. This is a super expensive ship that im unsure if i love or not. I bought it to have a multipurpose home in space that could do VIP transport and most other types of missions. But that was before i got ships like the Carrack, BMM ++.

Thoughts?
 

Pander

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What do you wanna do?

If you want to do a bit of everything might as well keep everything

Orion if your not 100% on mining and using it more as a hobby i would think about scrapping it

The cutlass and the vanguard are supposed to be very modular being able to fill out a variety of different roles search and rescue long range dog fighting exploring etc

the connie is also again supposed to be modular and should be able to handle a lot of different roles

I think you may be suffering from i have too many ships syndrome and i don't know if i want them anymore

If you give us a list of everything you have we can check for overlap
 

Printimus

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As i don't plan on using much more money on ships for this game, i have been trying to figure out wich one of my ships are in danger of beeing melted if another must have ship shows up. So i made a short list of ships that im unsure about. Would love some input from you guys on what you think about the ships in general and the role they will play in the finished game.

1. Misc Prospector with a CCU to Orion. Mining is a thing i look forward to trying, but mostly as a hobby i think.
So im hoping for a medium mining ship as i find the Prospector a bit small, and the Orin to big for cassual solo mining.

2.Cuttlass Blue. Not really sure why i bought this one as bounty hunting isnt really my thing.. Not sure what other roles it will exell at.

3. Vanguard Warden with both BUK's. The warden looked so awesome when the first consept was out. But lately im having doubts about it.. I guess the Harbinger will be an ok combat/torpedo ship, but unsure about the warden.. And E-warfare isnt usually my thing. Just got the BUK to have the option.

4. Connstellation Phoenix. This is a super expensive ship that im unsure if i love or not. I bought it to have a multipurpose home in space that could do VIP transport and most other types of missions. But that was before i got ships like the Carrack, BMM ++.

Thoughts?
You havent really told us what you want to do/focus on in game. After that is out of the way, it will give us more insight as to which ships we think will benefit your gameplay style most.
 

Kaz

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May 20, 2017
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I tend to enjoy Tanking,healing and support roles in other games, so in SC im leaning towars a Combat medic S&R type of job, but i want the option to do a wider range of missions when playing solo. And also have a more or less self sustained fleet, as in Reclaimer for scrap and parts, and the Starfarer for fuel scooping.

My list of ships as of today is Freelancer Max, Cutlass Blue, Super Hornet, Terrapin, All Vanguards ex Hoplite, Starfarer Gemini, Constellation Phoenix, Reclaimer, Orion, Merchantman and Carrack
 

Printimus

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I tend to enjoy Tanking,healing and support roles in other games, so in SC im leaning towars a Combat medic S&R type of job, but i want the option to do a wider range of missions when playing solo. And also have a more or less self sustained fleet, as in Reclaimer for scrap and parts, and the Starfarer for fuel scooping.

My list of ships as of today is Freelancer Max, Cutlass Blue, Super Hornet, Terrapin, All Vanguards ex Hoplite, Starfarer Gemini, Constellation Phoenix, Reclaimer, Orion, Merchantman and Carrack
I would put the cutty blue on the chopping block first. Based on what you wanna do playstyle-wise, it doesnt seem like it would mesh well for support operations. Dont get rid of the pheonix just yet, it would act as a pretty versatile multi-role vessel. Just my 0.02 cents.
 

AntiSqueaker

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My 2c about your decisions:

Hold on to the Cutlass Blue, at least until you see how it comes out of the rework.

Cutlass is getting brand changed to a mean asskicking hybrid of a gunship and APC, so a souped up police version might be even better. As of "right now" compared to the pre-rework version, the Blue has an extra missile pylon, heavier armor, better engines, and an increased shield generator size (S5 vs S4). I would expect the Blue 2.0 to still be superior to the Cutlass, and it's supposed to remain modular, so you can rip out the bounty hunting/policing equipment in lieu of the Black's cargo bay, or Red's SAR equipment.

Connie Phoenix, IMO is a ship looking for a role beyond "I'm pretty and expensive, look at me!". If you want to haul cargo, the base variant is better, and you already have a BMM. If you want to explore, the Aquila is better, and you already have a Carrack. I would can it if I were in your shoes, but that's also the reason I never got one in the first place.

However I bet someone on here would buy the Phoenix off you in a second if you put it up on the market.

Vanguard Harbinger is going to be the toughest, longest range torpedo bomber you can get and has that bitching rocket turret!
 

Kaz

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May 20, 2017
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Thanks for the feedback. Think i will get rid of the Orion in hope of a medium miner, CCU the warden to a Harbinger when possible for escort/torpedo duty. Get rid of the BUK's, Turn the Blue into a S&R, And keep the Phoenix as a yard ornament.
 

Dragonslaya54

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May 20, 2016
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As i don't plan on using much more money on ships for this game, i have been trying to figure out wich one of my ships are in danger of beeing melted if another must have ship shows up. So i made a short list of ships that im unsure about. Would love some input from you guys on what you think about the ships in general and the role they will play in the finished game.

1. Misc Prospector with a CCU to Orion. Mining is a thing i look forward to trying, but mostly as a hobby i think.
So im hoping for a medium mining ship as i find the Prospector a bit small, and the Orin to big for cassual solo mining.

2.Cuttlass Blue. Not really sure why i bought this one as bounty hunting isnt really my thing.. Not sure what other roles it will exell at.

3. Vanguard Warden with both BUK's. The warden looked so awesome when the first consept was out. But lately im having doubts about it.. I guess the Harbinger will be an ok combat/torpedo ship, but unsure about the warden.. And E-warfare isnt usually my thing. Just got the BUK to have the option.

4. Connstellation Phoenix. This is a super expensive ship that im unsure if i love or not. I bought it to have a multipurpose home in space that could do VIP transport and most other types of missions. But that was before i got ships like the Carrack, BMM ++.

Thoughts?
I would say use the ships you think would be in your best interest. If you want to do mining, then keep your mining ship. If you wanna try something a bit more fun in combat, I'm gonna have to prefer the buccaneer :). As for the others, the cutlass would be great for a "meh I'll try something new" kind of ship and a luxury ship would be great for soaking in all the beauty of the verse! Hope I helped you out!
 

Shadow Reaper

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I tend to enjoy Tanking,healing and support roles in other games, so in SC im leaning towards a Combat medic S&R type of job, but i want the option to do a wider range of missions when playing solo. And also have a more or less self sustained fleet, as in Reclaimer for scrap and parts, and the Starfarer for fuel scooping.
If you try to do everything, you can indeed do it all, but will do it poorly at best. I suggest plan around you main interest and fit other activities in as side ventures. Remember you can borrow ships from friends, so you don't need a Prospector to try prospecting, and the game is full of missions that can fill your pockets, so you don't need to spend hundreds of dollars on a ship designed for an activity you aren't thrilled about just to provide cash in game.

If your main interest is in tanking, healing, etc., sounds like you would enjoy the Master Sargent role over a squad of NPCs. The Cutlass is a great ship for that, but the Hoplite and Redeemer are even better. I suggest look for a second seat on a Hoplite. Team with someone who already has that bird or buy one and look for a pilot, but plan the second seat for yourself.

I am planning to do this with a Sentinel and I am always curious why people don't plan to take second seat.

Four players and 6 NPC marines is probably the minimum required for a Sentinel and a Hoplite to take an unescorted StarFarer. Just 4 guys should be able to make HUGE pesos as pirates or privateers, flying that same kind of mission night after night. Should be MUCH more money than you can earn prospecting, or hauling, or trading, and a hellavalot more fun!

Play to your strengths. Kill things and take their treasure!
 

Pander

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I would 100% keep the cutlass Blue,

A modular transport/gunship

Hopefully with how they want ships to function the blue fits your support tank role perfectly
It will be tough and well armed you can jump from taking guys into combat like a dropships to rescue wounded pilots/marines etc
Then when not doing that cargo runs or even put a dragonfly in the back of it and have a mini scouting/exploring ship that you can take to a planet and motorbike around!

Plus those sliding doors on the side

The cutlass platform is so versatile compared to other drops ships i have no idea why they would user anything else over it (apart from super stealth prowler)

Versatility beats specialist and cutlass has versatility in spades

... you may have guessed its one of my favorite ships
 

Beerjerker

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Add a poll! Get them poll clicks on your thread!

But I think I'd agree with most so far as say keep the Cutty Blue. The Black rework is shaping up to be tanky and long range, and, as long as the cells are removable, the Blue ought to be more so.
I get the impression CIG is trying to move away from versatile or modular ship design somewhat, and gear ships into specific roles. Means they could avoid design new boats quicker, and hopefully avoid everyone using the same boat. But I bet they keep it with the Cutlass, would be a big disappointment if they changed their mind again.
It may be a jock-of-all-trades and master of none, but that also makes it not a one-trick-pony. It is looking like the best of the versatile boats for solo or small crews available, and maybe the best we'll see for awhile anyways.

(Disclaimer: My opinion on Vanguard. Fans of it, plz no be mad.)
I'd ditch the Warden unless you want to specialize it into the Harbinger or the Sentinel. Cutlass currently has nearly the same fuel capacity, and redesign gives it comparable the same firepower. If you use the Vanguard for the long range, you won't be swapping BUKs very often, and if you use it as a fighter, not sure why you would ever want to choose the Warden over the Harbinger. Eject pod is defenseless and seems like a great way to find yourself in a pirate's cargo bay or on a Vanduul's dinner table.
Early concepts where the one Vanguard could do all of the variants' roles somewhat made it a much better choice. Not to mention, it looked so very much better. Hour glass nacelles, tank tread landing gear, and broadswords for wings... so hubba hubba, why now so plain jane?

I'd put that CCU to Orion on the chopping block too, but maybe wait until trying out the Prospector. Mining mechanics hould be coming soon (tm) and surely sooner than the Orion will arrive. If you find love mining, or where they appear to be heading with mining, consider keeping it.
Of course (and this is something I've been debating with myself), if you can afford to staff and support these gigantic boats with earnings in game, you may be able to afford the ships themselves in game.

The Phoenix I would keep, or at least, if you want to part with it, trade it to someone who wants it rather than melt it. Might be best as just a status symbol, but you would be one of the few who could wave at people from it while in a parade or whatever people do with vehicular status symbols.

If you haven't guessed, I play the melt game more than the actual game!

Will probably take you longer to read that it did for me to type, so TL;DR: Keep Blue Phoenix or trade if you must have whatever is coming out next!
 

Kaz

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Yes i have big hopes for the Blue. But mostly if, and thats a big if, you can remove the cells. If not im not so sure i will keep it over a Red or Black. Then again, if the cells become some sort of stasis pods then maybe you can throw wounded people in them and they stop bleeding untill you get them to proper medical attention!
 

Takeiteasy

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I want a mining or salvage ship but don't want to spend anymore on ships. Hopefully with 3.0 giving us meaningful content we can get a look at how resource professions will work.
 

Shadow Reaper

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. . .not sure why you would ever want to choose the Warden over the Harbinger. Eject pod is defenseless and seems like a great way to find yourself in a pirate's cargo bay or on a Vanduul's dinner table.
IIUC, the bed allows you to respawn in situ. so for example, if you are on a mission to take a Polaris intact, and have a wing of 6 Vanguard acting together, you probably want one Warden in the mix. If one of your Master Sargents who are running the assault teams dies, you want him to respawn where everyone else is, not across the 'Verse. If indeed the bed gives that ability, it will be an important part of all deep penetration missions planning to have a bed accessible, and it sounds like just one bed for 6 Vanguard would be enough. This is not just conjecture. CIG has made some fairly direct statements about beds and their consequences. We are not yet accustomed to thinking about spacecraft ranges, and what makes a long v. short range craft, but apparently having even a single bed around will become important, perhaps as early as 3.0.

Also note, we have confirmation that having a bed aboard allows you to log out and when you come back, your ship is where you left it. This is not true unless you have a bed--your ship will instead reappear in a hangar. This is going to prove very important for missions where you are waiting long hours, and when you have traveled great distances to do any activity that does not afford a landing pad and a place to sleep. Beds are going to be extremely important to everyone who is out on the edges of known space.
 

CosmicTrader

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1. Misc Prospector with a CCU to Orion.
As this will just be a hobby, It would be best to CCU the Prospector to the Mid-Size mining ship that CIG has talked about.

As for the rest, there is excellent ideas/suggestions above.
The most important thing is to decide what you want to do in the 'Verse.
 

Beerjerker

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IIUC, the bed allows you to respawn in situ. so for example, if you are on a mission to take a Polaris intact, and have a wing of 6 Vanguard acting together, you probably want one Warden in the mix. If one of your Master Sargents who are running the assault teams dies, you want him to respawn where everyone else is, not across the 'Verse. If indeed the bed gives that ability, it will be an important part of all deep penetration missions planning to have a bed accessible, and it sounds like just one bed for 6 Vanguard would be enough. This is not just conjecture. CIG has made some fairly direct statements about beds and their consequences. We are not yet accustomed to thinking about spacecraft ranges, and what makes a long v. short range craft, but apparently having even a single bed around will become important, perhaps as early as 3.0.

Also note, we have confirmation that having a bed aboard allows you to log out and when you come back, your ship is where you left it. This is not true unless you have a bed--your ship will instead reappear in a hangar. This is going to prove very important for missions where you are waiting long hours, and when you have traveled great distances to do any activity that does not afford a landing pad and a place to sleep. Beds are going to be extremely important to everyone who is out on the edges of known space.
The Harbinger and Sentinel do not have beds? They do in their concept art, but then again, that's just concept art.

I was aware of the logging in and out by use of bunks, but I thought the respawning in bunks was just for the test universe, not intended for the released game. I was under the impression you would need a more dedicated ambulance ship to respawn after critical injury or death. If you only needed any bed and multiple players could use the same one, I'd think it would lead to game exploits, like a single Aurora churning out clones for the war effort.

Looking forward to seeing the direction they take with longer range travel in 3.0.
 

Shadow Reaper

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If you only needed any bed and multiple players could use the same one, I'd think it would lead to game exploits, like a single Aurora churning out clones for the war effort.

Looking forward to seeing the direction they take with longer range travel in 3.0.
We have the same curiosities. It will be great to see how they work it out. Certainly if we can link to spawn in any given bed, that would explain why ships like the Redeemer don't have as many berths as crew. What happens when ships are linked together in small fleets, and whether a bed on a Warden will stop a Harbinger or Sentinel from respawning at a base. . .that is a great question.

CIG has said some things about how they plan to make ships linkable, but they have not said what the links will do, apart from suggesting you can have NPC pilots flying escorts, etc. If you can command a Sentinel from the second seat, and outfit a Harbinger, a Warden and three Hoplites to all fly escort, could be one player would have a long distance strike capability there. Only time will tell.
 

Kaz

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In the consept art, all but the Hoplite has beds. Then again, we have this:

Q: What would be the benefit of keeping the Warden whose interior module is essentially only a fancy escape pod over switching to the torp bay or electronic warfare module?

A: The Warden escape pod is the only one with long term life support and beds – escaping in this will give a greatly improved chance of being recovered without the cost of a ‘life’. The escape pod of the other variants will only give slightly improved chance over standard ejection.
 

hardroc77

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Dont get rid of the pheonix just yet, it would act as a pretty versatile multi-role vessel
And to this I would add, keep that Phoenix. It'll be one of the more rarer ships. If you don't need the cash yet hang on to it. Once Josh Coons gets done with it, it might just be one sweet looking ship. I melted my Blue as I don't think I'd use it much, if at all. Too much overlap. I'd also keep the prospector until you get a taste of mining. Then decide on that one. But as you can see, our opinions vary all over the board. Hang on to what you have now and use your gut when a new concept or unavailable becomes available. You can always un-melt if you change your later.

BTW, that's a very impressive hangar you have there.
 

I_MIKE_I

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I tend to enjoy Tanking,healing and support roles in other games, so in SC im leaning towars a Combat medic S&R type of job, but i want the option to do a wider range of missions when playing solo. And also have a more or less self sustained fleet, as in Reclaimer for scrap and parts, and the Starfarer for fuel scooping.

My list of ships as of today is Freelancer Max, Cutlass Blue, Super Hornet, Terrapin, All Vanguards ex Hoplite, Starfarer Gemini, Constellation Phoenix, Reclaimer, Orion, Merchantman and Carrack
I don't think "self sustained fleet" is going to work out... or at least I doubt it's the most beneficial way in SC.
Your Ships will eventually be scattered across the 'verse so it's not as easy as to fly out with a StarG and then refuel Ships you have parked in a Station at the other side of the Galaxy.

Do you have one or multiple CCU to save money with, for example a Redeemer to BMM 0$ CCU?

Not counting any possible price reductions in your fleet, that would equal:

Max: 140$
Cutlass Blue: 150$
SH: 180$
Terrapin: 195$
Warden: 250$
Sentinel: 265$
Harbinger: 280$
Orion: 325$
Gemini: 340$
Reclaimer: 350$
Phoenix: 350$
BMM: 350$
Carrack: 350$

Personally, I'd get rid of the following Ships:
Max: (140$) because it's visibility is terrible and I hate the smaller shields... I also don't think it's good value compared to other Ships.

SH: (180$)... well yeah it's good, but for dedicated fighter Pilots only IMO. Also I don't think it's good value/money.

all 3 Vanguard (250+265+280$) because frankly I just don't see the Vanguard deliver in common roles...
The Warden as a Fighter may have the range to escort, but against what could it even defend? Big Ships could risk a standoff, while the common Fighters would fly circles around it. I'd dare saying the Cutlass Blue for 150$ can do that job and possibly better.

The Harbinger as a Bomber just doesn't compete with the Eclipse IMO.

The Sentinel well... how often do you think would you REALLY use it?

Terrapin (195$)... I like it, but not at that price and not when you have a Carrack IMO.

Orion (325$), I love the Orion, but you said you want to mine casually and that thing sure as hell isn't casual.

Phoenix (350$), that's kinda easy tbh... I see no value in a fany Constellation.



That would free up a total of 1985$, for this I would suggest you the following Ships:

Polaris for 750$, because I think it fits your desired role of being a Tank... basically, if there's trouble somewhere, that thing should put an end to it. It also has a little Hangar to park, refuel and repair smaller Ships.

Crucible for 350$ well... that kinda goes for your "Support" Role, what would be a better Support than a Repairship?

Endeavor for 350$ It has awesome modules, it can even double as a mobile respawn base afaik... so that would be a perfect Healer in MMORPG.

That leaves 535$ in credits (again, not counting possible savings via CCU), which I'd either save or deposit in ships sure to rise in price soon.
 
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