Tired of rethinking my fleet

supitza

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Jesus, talking with @supitza has me reevaluating everything again.
I currently have a Cat combo, which I'll keep for all purpose stuff and things.
But I also have a Mega Explorers pack that has a Terrapin, DUR, Cutty, Carrack, Bucky, and Harbinger.
My problem is I don't want 7 ships. I only every wanted 4. I'm thinking of downsizing, and just having the Cat Combo, along with a Cutty, Bucky, Warden + BUKs, and maybe, just maybe, a Redeemer. That'll leave me a wad of cash for Cat modules and ???.

Ships are hard.
Bust out the spreadsheets! IT'S ALGEBRA TIME!

 

Thugari

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I am the self-proclaimed Master of Fleet-Planning, Spreadsheet Calculus, Impulse Buys and Bad Financial Decisions.
I will give you that, and it takes some planning to get a fleet fleshed out. I am just wining it on a wing and a prayer strapped to the keg of knowledge. But I think I will be ok in the verse. I have my starfarer so I will be making money fairly quick with just fuel.
 

Crymsan

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I play this game and one way I choose to play it is to start from scratch. Forget what you own, given your current fleet budget what would you choose if you could get any ship at all.

So for me my top top ship is the Caterpillar, then terrapin then Cutlass (okay after remodel) then prospector as alternative way to get cash. After that everything is gravy, thankfully I have those ships so am happy.

My current today dilemma is whether to melt polaris, hull b (it overlaps with Caterpillar role) and buccaneer to get the Endeavor master set? Anythoughts sadly cannot ccu to Endeavor or rather for the modules so only 4 years insurance which is probably why I haven't done it yet. Not sure I will ever be able to ccu to LTI on the set though.
 

supitza

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Endeavor master set? Anythoughts sadly cannot ccu to Endeavor or rather for the modules so only 4 years insurance which is probably why I haven't done it yet. Not sure I will ever be able to ccu to LTI on the set though.
The Endeavor is one of my favorite ships so far, at least on paper. I've waited for this sale specifically to see if I can either CCU to a Discovery/Hope Class or buy the modules. I can do neither, and I can't afford to buy a new one, so bye Endeavor.
 

supitza

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I kind of agree hence my hesitation. Maybe it will be in an LTI set on the last day otherwise no endeavour.
I think the last day will be all previous week combined. I don't think we'll see anything new, except for the discounted starter packages.
So don't get your hopes up. :(
 
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Bruttle

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My fleet choices are mainly based on how MMO's usually start up. This one is going to be a bit different since there are no levels, but the internet community is usually pretty reliable when it comes to overall behavior. The way I see it, the first few weeks, at least, are going to be an absolute shit storm. In the entire lifetime of Star Citizen, there will never be a more bloody time than at the very beginning.

People will still be figuring out the permadeath thing, including CIG. Most people will underestimate it and take on activities that can only be described as suicidal. There will be massive balance issues. Trade routes will be exploited. Pirates will be fucking everywhere. Everyone will be stealing everything and the entire universe will be one hot mess for a little while. Every boundary and limit that CIG places in the game will be tested, thoroughly.

So with that said, there will also be a huge potential for profit. There will be a lack of balance in the commerce side of things as well. Some activities will turn out to be far more profitable based on investment/profit ratios. Trade routes will be tested on a massive scale as people bust out their Hull D and Es on the first day. Everyone is going to cram random goods in their ships and fly them all over trying to make their first handful of space bucks. Some will be very profitable, and some will not be worth the cost of fuel.

If I were to make a prediction, I would imagine the vast majority will try trade as their first profession. The second most popular one will be exploring. So those two will probably be faced with massive amounts of competition. I would imagine there will be a couple of professions that will stand out though. The first one that I am counting on, is fuel. I have a StarG that will likely see quite a bit of flight in the first two weeks. Everyone needs fuel. In between fuel runs though, I will probably be switching between a few other ships. The first being one of my explorers and the second will be my Reclaimer.

With all the bloodshed in the first few weeks, there will likely be more destroyed ships than any other time in the entirety of SC's life. It will never be more hazardous than these first few weeks and people will not respect the insurance/permadeath mechanics. So, they will die. They will die alot and their ships will be destroyed on cool-down. At least, they will at the beginning.

So, I will be more than happy to go on fuel runs for both myself and Test. However, between these runs, I will be pulling in that sweet, sweet salvage money from all the unbelievable amounts of carnage that the first few weeks will bring. I suspect that both of these activities will be wildly profitable at the very beginning.

Or, I could be completely wrong and miss out on all the trade and exploration money...
 

Shadow Reaper

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Buuuuuuuuuuut, I imagine the Starfarer will offer better protection than the Hull series, so it's a compromise that might be worth it.
Some of the Hulls have decent guns, but there are no ships not specifically designed for combat, that provide adequate self-protection on their own. People regularly misunderstand why the Lancer has big guns. If you try to stick it out against a real PC pirate party with a Lancer, you will get dead quick. If you plan to fly transports of any kind, plan to fly only with an escort, or in places you KNOW there are no pirates. The Star G's guns will not keep it safe. Given escorts, they might persuade someone to pass you by in favor of an easier target.

My fleet choices are mainly based on how MMO's usually start up. . .

. . .Pirates will be fucking everywhere. Everyone will be stealing everything and the entire universe will be one hot mess for a little while.

. . .It will never be more hazardous than these first few weeks and people will not respect the insurance/permadeath mechanics. So, they will die..
I think the permadeath mechanic was shelved. The latest leak said nine lives and you have to start a new name, but you can leave your stuff to that new character so there is nothing resembling permadeath left. There may be some honor in names that can be identified as old ones, but nothing else really important, so people are indeed going to take huge chances so long as they're insured, including all the EXPENSIVE upgrades on their ships. I think most players still don't get it that they can't fly anything but a one seater alone, and that if they want to play on big ships they need to find friends. Those friends also bought too many ships, and need crew, so in general I think most players are best off with just a couple ships, several high-end, expensive NPC's and the rare upgrades to their ships that make them unusually good in some special way.
 

supitza

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I think most players still don't get it that they can't fly anything but a one seater alone, and that if they want to play on big ships they need to find friends.
I don't think that's true. Devs have said, in numerous occasions, that you can fly anything solo (and by solo I mean you, the player, plus a crew of NPCs). You won't be as effective as with a full player crew, sure, but you will be at least decent.

People regularly misunderstand why the Lancer has big guns. If you try to stick it out against a real PC pirate party with a Lancer, you will get dead quick. If you plan to fly transports of any kind, plan to fly only with an escort, or in places you KNOW there are no pirates.
I imagine, if you fly a Freelancer without an escort, you'd be a fair match for a single pirate ship. If you fly a Freelancer with an escort party, you'd be evenly matched with a pirate party. I assume a single ship, whatever ship it may be, won't be able to stand off against higher numbers of foes.
 
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BUTUZ

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I am in a right mess with my ships. I melted them all so that I could buy a polaris to keep as an unmelt, but then I was away that weekend and didn't get back in time to buy the polaris. So now I've just got a load of melted ships and no buyback tokens left.

Muhahaha.

If anyone needs strategic ship advice, I am the man. Only £400 a day.
 
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Bruttle

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I don't think that's true. Devs have said, in numerous occasions, that you can fly anything solo (and by solo I mean you, the player, plus a crew of NPCs). You won't be as effective as with a full player crew, sure, but you will be at least decent.

Don't forget about [THIS] article. If it still holds true, you can buy your NPC's and create your own with multiple game packages. Now, I haven't found anything about if you will still need to pay your NPCs if they are yours from a character slot, but this may allow the ability to "solo" larger ships.


I think most players still don't get it that they can't fly anything but a one seater alone, and that if they want to play on big ships they need to find friends. Those friends also bought too many ships, and need crew, so in general I think most players are best off with just a couple ships, several high-end, expensive NPC's and the rare upgrades to their ships that make them unusually good in some special way.

I used to be concerned about this as well. I was worried there would be too many pilots and not enough crew. The thing is though, not everyone is a big spender. If you look at their current stats, the average money spent per player is $80.25. That's not very much for the average player. If you take away the top %5 of the big spenders (83,202 of the largest fleets), I would wager the average amount spent would drop down to the cheapest starter packages ($40 to $60 range).

So if you follow those numbers, you would have over 1.5 million players (1,580,836 to be exact) that only have either an Aurora or a Mustang. I know if my only ship was either of those, I would jump at the chance to be on a crew. So I really don't think there will be any shortage of crew members. That's not even counting the untold millions that are quietly watching this game without backing it. I know personally, for every person I have met that has backed SC, there are easily 10 very excited non-backers just waiting for the game to come out.

IF this game releases like we all hope, it will be unbelievably huge.
 

Blind Owl

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I am in a right mess with my ships. I melted them all so that I could buy a polaris to keep as an unmelt, but then I was away that weekend and didn't get back in time to buy the polaris. So now I've just got a load of melted ships and no buyback tokens left.

Muhahaha.

If anyone needs strategic ship advice, I am the man. Only £400 a day.
Saturday. You'll be OK Saturday. that's the grand finale. All the ships will be on sale again, and be you'll be able to get that Polaris.
 
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atpbx

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The Endeavor is one of my favorite ships so far, at least on paper. I've waited for this sale specifically to see if I can either CCU to a Discovery/Hope Class or buy the modules. I can do neither, and I can't afford to buy a new one, so bye Endeavor.
I've tweeted Ben about this, he says the reason we can't CCU to the Hope and Discovery is for no other reason than they are set as "packages" in the system and not "ships" and it didn't occur to them to change it in time to implement it for the sale.

I've asked what the chances are of this being changed for the next sale, as I really want the Hope set, but I'm not spending that amount of credit or real money for stuff with no Lti, however minor a perk it is.
 
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supitza

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I've tweeted Ben about this, he says the reason we can't CCU to the Hope and Discovery is for no other reason than they are set as "packages" in the system and not "ships" and it didn't occur to them to change it in time to implement it for the sale.

I've asked what the chances are of this being changed for the next sale, as I really want the Hope set, but I'm not spending that amount of credit or real money for stuff with no Lti, however minor a perk it is.
Yep, they always said that CCU-ing only changes the hull of the ship in your package and nothing else. I guess, in this case, it's debatable. If you can change the Stalker to a Warlock (by replacing a module on the ship, basically), you should be able to CCU to a Hope (same ship with different modules).
For me, though, it might be too late. I've built the rest of my fleet around the unavailability of the Hope.
 

supitza

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I've finally settled on my final fleet (at least until the end of this y̶e̶a̶r̶ sale):
Aurora MR - it looks stupid and I love it
Dragonfly - air and ground, fast, can transport it in something else. looks awesome
Herald - looks beautiful, inforunning might be fun (if it's shit, I'm turning it into a Freelancer)
Cutlass Red - search and rescue interests me and I can't get an Endeavor Hope (because they won't sell the modules separately)
Starfarer - bread and butter, moneymaker, lovehouse.
 
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Thugari

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I've finally settled on my final fleet (at least until the end of this y̶e̶a̶r̶ sale):
Aurora MR - it looks stupid and I love it
Dragonfly - air and ground, fast, can transport it in something else. looks awesome
Herald - looks beautiful, inforunning might be fun (if it's shit, I'm turning it into a Freelancer)
Cutlass Red - search and rescue interests me and I can't get an Endeavor Hope (because they won't sell the modules separately)
Starfarer - bread and butter, moneymaker, lovehouse.
looks good. I do agree that the starfarer will be the best moneymaker. creating your own fuel and selling the rest plus cargo space.
 
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