Goin Freelance - Ship Talk #6: The Freelancers
Welcome back to Ship Talk! Its good to be back writing and I had a good break but now I'm back with a series of ships that I think most would say are fairly awesome. I posted this a day early because I had it completely done and thought why not?! For those of you new to this series, Ship Talk is where I take the current on paper stats for a group of ships similar in either role or hull, analyze them, and give my own thoughts on how they compare to each other. Below you can find links to previous Ship Talks and Ship Talk Commentary:
Ship Talk #1 - Exploring the Unknown: The top 4 Exploration Ships
Ship Talk #2 - Aurora Rain: All about the MVP of TEST, the Aurora + Variants
Ship Talk #3 - Squadron Reporting - Ship Talk #3 'Fighters' Part 1
Ship Talk #3 - Squadron Reporting - Ship Talk #3 'Fighters' Part 2
Ship Talk #4 - Cargo Cult: The Cargo Haulers
Ship Talk #5 - Avast Me Hearties! - Ship Talk #5: The Cutlass
The Aegis Vanguard - Ship Talk Commentary #1
Ship Talk #6 is all about the Freelancer and variants and I'm excited to finally discuss them. This is one I've wanted to do for a while and I don't think any of you will be disappointed. I will warn you right now, this one will be as long or longer than #4 which saw a new record of needing 3 posts to fit everything. The Freelancer has been with us since the beginning of Star Citizen and has seen several revisions, but always for the better, and as of last year received its variants. Despite the ships sharing the same basic hull and thus sharing many stats they occupy some very different roles and this is what has me excited.
A word about cargo capacity here. If you read my Talk on the cargo haulers then you saw the links to GrayheadedGamer's videos regarding cargo capacity which I'll relink here and here for convenience. Due to these videos I believe the cargo capacities are off but I will talk about them as if they are correct. Whatever ends up being the case in the future it shouldn't really change anything else about the ship itself.
I have already discussed 2 of the variants in past Talks, the Freelancer DUR and the Freelancer MAX, but I've had time to reflect on them now and I don't think I did them the justice they deserve. I hope to correct that today. Sit tight and strap in because here we go. These are the Freelancers!
My Thoughts on the Ships(Freelancer, DUR, MAX, and MIS)
General Thoughts on Stats
First let me acknowledge again that these stats and listed equipment are all subject to change. However, unless something drastic occurs in testing I would expect these stats to still give a good overall direction and capability for each ship. Below is a link to a composite picture I made with all the stats listed from the RSI site:
All Freelancer Stats
Descriptions and Roles
The basic Freelancer opens up by telling us that it is used as a long haul merchant vessel by major corporations but that the ship itself is also frequently re-purposed by people to be explorers. Its primary role is mercantile but its original secondary role was exploration before the variants. This makes sense and here is why. Your typical explorer needs to be a longer range ship in the first place but after that it is a simple matter of fitting the right scanning equipment on it and you've got a makeshift explorer ready to go. Even if we didn't have the DUR I would expect people to modify their Lancers to be explorers because the Freelancer is like the off-road pickup truck of the frontier.
The Freelancer DUR is dedicated to exploration of all things. It comes with a better jump drive, enhanced fuel tanks and a more advanced scanner for finding all those shiny things on the frontier. It sacrifices some cargo to make room for these improvements but it shouldn't be a big deal to most people. The MAX comes with cargo capacity. It sacrifices weapons to make room for this additional capacity and is ideal for hauling equipment or raw materials.
The Freelancer MIS version is a militarized version of the basic Freelancer. It is the most rare Freelancer around with an extreme focus on missiles. The cargo capacity was cut to make room for these weapon systems. The description talks about early payload incidents which may indicate it can go boom rather easily do to the loadout.
I like all of these ships and their roles and I see this coming through strongly in each of them. You have 'almost' everything you need just in these 4 ships from general purpose, exploring, hauling, and fighting. If you had to choose a series of ships and only that series of ships to play Star Citizen with then this series would be an excellent choice because of the diverse range of professions they can accommodate.
Structural and Propulsion
On the subject of size, the Freelancer is approximately half as wide as it is long but fairly thin when looking at it straight on. The standouts here are the DUR and MIS on length due to the double chin features on the front and the MAX on width due to the extra engines. As long as you don't present an enemy with a top or bottom profile then you'll be a relatively small target to hit and this series helps you do that so well. More on this later.
Starting with cargo capacity please read the disclaimer in the introduction. The standard base Freelancer allows you to transport a very small but sufficient load of 168 Units. The DUR having valiantly sacrificed its own cargo space for better exploration equipment comes in at 148. The MAX allows for a full 280 Freight Units of Cargo making it the most haulin of the Freelancers. Finally the MIS due to its volumes of missiles only has 132 units of cargo. This shouldn't matter as much to people because you're going to be blowing things up in it anyway so anything left over will be scrap.
Moving down we get the crew members. Each of the Freelancers besides the MIS only needs at a minimum 2 crew members making them very attractive options for solo flight with an NPC or a good Wookie friend. This is one of the best parts of the Freelancer. For as large as it is and only needing 2 people to operate efficiently you don't need to wait and wait to try and scrounge up a crew like a Constellation. The MIS on the other hand requires 3 people. I believe this is due to the missile reloading mechanism or the general military nature of the ship but I could be wrong.
The power plant on the Freelancer series is a solid class 5. The MAX though due to the additional engines allows for a size 6. Next up is the engines. The Freelancer carries a nice pair of TR5 engines allowing for some good power relative to its null cargo mass. The MAX takes the cake here though and carries 4 TR5 engines. This makes sense because of the additional cargo it can carry however it also provides interesting opportunities. Stripped down and then upgraded it may make a great smuggling boat on engine power alone. Or as a racing ship because you got drnk one night and decided you felt the need for speed because why not? Better paint it red though for maximum speed.
The thrusters deserve mention. There are only 8 of them at size TR2 but I believe this is ok because the main engines can rotate quite a bit up and down giving this ship some great maneuverability. Rounding out this list is the shield. The Freelancer , DUR and MIS sport a decent class 5 shield while the MAX only has a class 4. This makes sense in context because the MAX is using much more space for cargo than the others and may not have the room for a larger shield emitter.
I like it when these structural stats make sense when looking at a ship's role and overall function. If you think about other games it is so easy to just give X number for a stat to Y object even if there is no physical reason it should be capable of supporting that. Star Citizen I'm happy to see is taking a much more real to life engineering approach to their ships and making sure things are placed right and make sense to people. This is one reason I like the Freelancer series in particular.
Continued below....
Welcome back to Ship Talk! Its good to be back writing and I had a good break but now I'm back with a series of ships that I think most would say are fairly awesome. I posted this a day early because I had it completely done and thought why not?! For those of you new to this series, Ship Talk is where I take the current on paper stats for a group of ships similar in either role or hull, analyze them, and give my own thoughts on how they compare to each other. Below you can find links to previous Ship Talks and Ship Talk Commentary:
Ship Talk #1 - Exploring the Unknown: The top 4 Exploration Ships
Ship Talk #2 - Aurora Rain: All about the MVP of TEST, the Aurora + Variants
Ship Talk #3 - Squadron Reporting - Ship Talk #3 'Fighters' Part 1
Ship Talk #3 - Squadron Reporting - Ship Talk #3 'Fighters' Part 2
Ship Talk #4 - Cargo Cult: The Cargo Haulers
Ship Talk #5 - Avast Me Hearties! - Ship Talk #5: The Cutlass
The Aegis Vanguard - Ship Talk Commentary #1
Ship Talk #6 is all about the Freelancer and variants and I'm excited to finally discuss them. This is one I've wanted to do for a while and I don't think any of you will be disappointed. I will warn you right now, this one will be as long or longer than #4 which saw a new record of needing 3 posts to fit everything. The Freelancer has been with us since the beginning of Star Citizen and has seen several revisions, but always for the better, and as of last year received its variants. Despite the ships sharing the same basic hull and thus sharing many stats they occupy some very different roles and this is what has me excited.
A word about cargo capacity here. If you read my Talk on the cargo haulers then you saw the links to GrayheadedGamer's videos regarding cargo capacity which I'll relink here and here for convenience. Due to these videos I believe the cargo capacities are off but I will talk about them as if they are correct. Whatever ends up being the case in the future it shouldn't really change anything else about the ship itself.
I have already discussed 2 of the variants in past Talks, the Freelancer DUR and the Freelancer MAX, but I've had time to reflect on them now and I don't think I did them the justice they deserve. I hope to correct that today. Sit tight and strap in because here we go. These are the Freelancers!
My Thoughts on the Ships(Freelancer, DUR, MAX, and MIS)
General Thoughts on Stats
First let me acknowledge again that these stats and listed equipment are all subject to change. However, unless something drastic occurs in testing I would expect these stats to still give a good overall direction and capability for each ship. Below is a link to a composite picture I made with all the stats listed from the RSI site:
All Freelancer Stats
Descriptions and Roles
The basic Freelancer opens up by telling us that it is used as a long haul merchant vessel by major corporations but that the ship itself is also frequently re-purposed by people to be explorers. Its primary role is mercantile but its original secondary role was exploration before the variants. This makes sense and here is why. Your typical explorer needs to be a longer range ship in the first place but after that it is a simple matter of fitting the right scanning equipment on it and you've got a makeshift explorer ready to go. Even if we didn't have the DUR I would expect people to modify their Lancers to be explorers because the Freelancer is like the off-road pickup truck of the frontier.
The Freelancer DUR is dedicated to exploration of all things. It comes with a better jump drive, enhanced fuel tanks and a more advanced scanner for finding all those shiny things on the frontier. It sacrifices some cargo to make room for these improvements but it shouldn't be a big deal to most people. The MAX comes with cargo capacity. It sacrifices weapons to make room for this additional capacity and is ideal for hauling equipment or raw materials.
The Freelancer MIS version is a militarized version of the basic Freelancer. It is the most rare Freelancer around with an extreme focus on missiles. The cargo capacity was cut to make room for these weapon systems. The description talks about early payload incidents which may indicate it can go boom rather easily do to the loadout.
I like all of these ships and their roles and I see this coming through strongly in each of them. You have 'almost' everything you need just in these 4 ships from general purpose, exploring, hauling, and fighting. If you had to choose a series of ships and only that series of ships to play Star Citizen with then this series would be an excellent choice because of the diverse range of professions they can accommodate.
Structural and Propulsion
On the subject of size, the Freelancer is approximately half as wide as it is long but fairly thin when looking at it straight on. The standouts here are the DUR and MIS on length due to the double chin features on the front and the MAX on width due to the extra engines. As long as you don't present an enemy with a top or bottom profile then you'll be a relatively small target to hit and this series helps you do that so well. More on this later.
Starting with cargo capacity please read the disclaimer in the introduction. The standard base Freelancer allows you to transport a very small but sufficient load of 168 Units. The DUR having valiantly sacrificed its own cargo space for better exploration equipment comes in at 148. The MAX allows for a full 280 Freight Units of Cargo making it the most haulin of the Freelancers. Finally the MIS due to its volumes of missiles only has 132 units of cargo. This shouldn't matter as much to people because you're going to be blowing things up in it anyway so anything left over will be scrap.
Moving down we get the crew members. Each of the Freelancers besides the MIS only needs at a minimum 2 crew members making them very attractive options for solo flight with an NPC or a good Wookie friend. This is one of the best parts of the Freelancer. For as large as it is and only needing 2 people to operate efficiently you don't need to wait and wait to try and scrounge up a crew like a Constellation. The MIS on the other hand requires 3 people. I believe this is due to the missile reloading mechanism or the general military nature of the ship but I could be wrong.
The power plant on the Freelancer series is a solid class 5. The MAX though due to the additional engines allows for a size 6. Next up is the engines. The Freelancer carries a nice pair of TR5 engines allowing for some good power relative to its null cargo mass. The MAX takes the cake here though and carries 4 TR5 engines. This makes sense because of the additional cargo it can carry however it also provides interesting opportunities. Stripped down and then upgraded it may make a great smuggling boat on engine power alone. Or as a racing ship because you got drnk one night and decided you felt the need for speed because why not? Better paint it red though for maximum speed.
The thrusters deserve mention. There are only 8 of them at size TR2 but I believe this is ok because the main engines can rotate quite a bit up and down giving this ship some great maneuverability. Rounding out this list is the shield. The Freelancer , DUR and MIS sport a decent class 5 shield while the MAX only has a class 4. This makes sense in context because the MAX is using much more space for cargo than the others and may not have the room for a larger shield emitter.
I like it when these structural stats make sense when looking at a ship's role and overall function. If you think about other games it is so easy to just give X number for a stat to Y object even if there is no physical reason it should be capable of supporting that. Star Citizen I'm happy to see is taking a much more real to life engineering approach to their ships and making sure things are placed right and make sense to people. This is one reason I like the Freelancer series in particular.
Continued below....