There's a great thread here discussing starter ships: Which is a good couple of ships to start with
Like many of the more active members of this forum I have quite a few ships, and some of them have become my daily drivers because I can make decent aUEC in them (e.g. Mole, several fighters) or decent bounty-hunting rep progress (same medium and heavy fighters), or because they do something better than any other ship I have: Carrack and MSR for hauling quant to sell, MSR for ROC mining, 350R for getting between Orison and PO fast and Pisces because it's a fun little personal transport. I should probably add a light fighter too (e.g. Arrow, Gladius etc. - there are plenty). But these aren't really starter ships, they are more suited to someone from the backer mindset and wants to fund the project and skip ahead to more mid-game content, or someone who has played the game for some time now and probably knows enough to make their own decisions.
However, I've not spent much time in the starter ships being discussed in that thread. Maybe about half an hour or so in each, during free-flys, just taking them for a spin. That's not very informative really.
I think I had better to go spend a good day or more trying a little bit of everything in (I think):
Let's also consider how long a player may use their starter ship. For some of us with experience, we look at starters as a means to inexpensively speed our way through to earn the credits for the next ship in some chain, and then use that to earn the next and so on, up to where we actually want to be. E.g. "how do I get to quant mining with a Mole asap" or "how do I get to VHRT bounties in my favourite fighter asap"? But many beginners will want to take in the sights, dabble in a whole load of mission types, trade cargo, just play around and immerse themselves in this beautiful, infuriating, wonderful pre-release game.
That said, how should we plan a more objective test? Just bimbling around in them (technical term) isn't very objective, as they all do several things, but not with equal emphasis or ability. And some in-game activities take a bit of preparation and investment (ROC, or weapon and component loadouts). So to get a more objective view of them as candidate starter ships, I feel like anyone in my position should take each for more structured test-drive. Here's what I think the test drive could include.
Like many of the more active members of this forum I have quite a few ships, and some of them have become my daily drivers because I can make decent aUEC in them (e.g. Mole, several fighters) or decent bounty-hunting rep progress (same medium and heavy fighters), or because they do something better than any other ship I have: Carrack and MSR for hauling quant to sell, MSR for ROC mining, 350R for getting between Orison and PO fast and Pisces because it's a fun little personal transport. I should probably add a light fighter too (e.g. Arrow, Gladius etc. - there are plenty). But these aren't really starter ships, they are more suited to someone from the backer mindset and wants to fund the project and skip ahead to more mid-game content, or someone who has played the game for some time now and probably knows enough to make their own decisions.
However, I've not spent much time in the starter ships being discussed in that thread. Maybe about half an hour or so in each, during free-flys, just taking them for a spin. That's not very informative really.
I think I had better to go spend a good day or more trying a little bit of everything in (I think):
- Cutlass Black
- (base) Freelancer
- Nomad
- Avenger Titan
- Aurora MR
- Mustang Alpha
Let's also consider how long a player may use their starter ship. For some of us with experience, we look at starters as a means to inexpensively speed our way through to earn the credits for the next ship in some chain, and then use that to earn the next and so on, up to where we actually want to be. E.g. "how do I get to quant mining with a Mole asap" or "how do I get to VHRT bounties in my favourite fighter asap"? But many beginners will want to take in the sights, dabble in a whole load of mission types, trade cargo, just play around and immerse themselves in this beautiful, infuriating, wonderful pre-release game.
That said, how should we plan a more objective test? Just bimbling around in them (technical term) isn't very objective, as they all do several things, but not with equal emphasis or ability. And some in-game activities take a bit of preparation and investment (ROC, or weapon and component loadouts). So to get a more objective view of them as candidate starter ships, I feel like anyone in my position should take each for more structured test-drive. Here's what I think the test drive could include.
- Halt Illegal Surveillance missions. Candidate for a fast way to earn your first 50,000-100,000 aUEC so you can rent some ships and play around, and with patience fairly grindable up to ~1-2m aUEC so you can buy a seriously good ship.
- Box-delivery mission or two. How is it to fly, land and move in and out of when not under any pressure. I think these are good for beginners because you exercise a lot of the game systems on foot and in flight, they're not timed and there's usually no pressure so they are not intimidating for a new player. You can still completely mess them up, so there's some learning curve based risk, but it's minimal.
- Bounty missions. This is just plain fun. Try to find where the stock ship's sweet spot is in bounty difficulty, for your skill level. Beginners can't so easily test this because you need to have the bounty hunter's guild certs and the contractor evaluation certs for the planet you're taking bounties near. E.g. for me, can I do an MRT in it, with the stock loadout? How about an HRT? VHRT?!
- A bunker mission. (Not my area yet, but high time I did some.)
- If ship can take a ROC, rent one and mine some Hadenite with the ship. If not, try hand mining.
- Do a cargo-hauling/trade run. How does it cope in atmo when you really care about not crashing? (Yes, you don't have to fly cargo in atmo so much right now because of the shared inventory between main LZs and their orbital stations, but we used to, and the consensus is we will again in future).
- Do some sightseeing. Subjectively, how enjoyable is it to fly? Can you see well? Is it a pleasure to use, to get in and out of?
- What is the complete set of ships you would consider worth including in that starter ship group test. Abbreviations are fine. I'm up for testing at least 5 ships. I don't think I have the patience to test 10 yet. (Walk before we run, and a group test now will be out of date in three major patches time, and I do not care to keep redoing a large group). Diminishing returns in between those two limits, so what's your 'perfect' starter ship set to compare?
- What set of activities, professions and fun stuff is within reach of at a beginner with least some of your set of ships? What would you try to cover in a 1-2 day (3-6 hour) test flight - what activities would you add or remove from my list?