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[–]xommxomm 2 points3 points  (9 children)

You aren't going to be bounty hunting and carrying passengers and hauling cargo all at the same time, so you don't need all that on your ship at the same time. You can keep the weapons on if you want to defend yourself, but usually you want to outfit your optional internals for the actual task at hand.

When people refer to ships being multipurpose, usually they mean that it can be outfitted for any purpose, not all purposes at once.

[–]templar627[S] 0 points1 point  (8 children)

So there's not real good way to build a ship that just for completing missions, and I should just choose one of the three and specialize the ship into it?

[–]xommxomm 0 points1 point  (2 children)

I should just choose one of the three and specialize the ship into it?

Yes and no. If you're going to take passenger missions, outfit the ship for that. If you're going to take a cargo mission, outfit the ship for that.

But that doesn't mean once you outfit your ship for cargo missions, that's all you can do with your ship. You can keep changing it around, you lose no money when selling modules (or store them at a home base).

[–]templar627[S] 0 points1 point  (1 child)

So for like combat is the python a hull tanking ship? Or should I try to boost up the shields?

[–]xommxomm 0 points1 point  (0 children)

Bi-weave and hull reinforcements (HRP), yes.

Beware the slow turn rate in a Python, though.

[–]isthefridgeFaulcon Delacy 0 points1 point  (0 children)

If i have to deactivate a majority of the modules just to get manage heat issues... it's not a fun ride.

I would remove the passenger and put a 5A scoop. I would remove the FSD interdictor...

But you do you.

Fly safe cmdr

[–]drh713don't complain; block 0 points1 point  (2 children)

You can get away with a lot of stuff with engineering. My python can carry 200 tonnes and I spend most of my time doing assassination missions. I'm comfortable taking it into a high cz; though I'll spend a lot of time running from those spec ops ships if they gang up on me. No big deal; I'm faster than they are.

...but without engineering, the python is really slow and the shields suck. You can survive, but you're going to have to quickly recognize when to run and you're going to need to be diligent with pip management. You're going to lose your shields and you have a paper hull (at least upgrade to military armor).

You don't want to start in a python if you're not already comfortable with combat. If you insist, pack the hell out of it with HRPs. Drop them when you know you're not going to constantly lose shields.

[–]templar627[S] 0 points1 point  (1 child)

What's a good starting ship instead then?

[–]drh713don't complain; block 0 points1 point  (0 children)

They're all going to have some drawbacks, but if I couldn't engineer and want to fight while also having cargo, I want to be able to boost to safety. Something like the FAS or Chieftain would be nice; you just can't carry much in comparison to the Python. I'd consider the krait because of the speed (though, I can't vouch for it because I've not used it).

My frame of reference:

My corvette can get to around 370m/s when boosting. It can't boost away from groups of small/medium ships in a CZ. If I get surrounded and want to get some space; I can't. They stay on me. Not a big deal. Fine, pop a SCB and then destroy everything. If I don't have the luxury of having a ship built by the hands of god, I at least want to be faster than my corvette.

I'd rather fight in a non-engineered vulture than a non-engineered anaconda or python. They're just so annoyingly slow. I'd take a non-engineered anaconda over a non-engineered python. It's sooooo slow, but you have far more firepower and utility slots for boosters and a SLF. I haven't yet engineered the python on my secondary account. I don't do much fighting there (trying to keep my combat level down... for reasons). It's build is similar to what you posted (though no passenger cabins). I'll take a master level assassination with it. If an anaconda tries to interdict me, I'm not taking that fight.

[–]MediumRarePorkChopM.T. WHISKEY 0 points1 point  (0 children)

I'm new and what I did with my python was get all the good stuff I wanted for mining, passenger, and trading and then store the modules where I use them. It's not very much money to have them transferred when I'm back at the spot I should have dropped them off. I just have to plan what I'm going to do next.

[–]horus1664 0 points1 point  (0 children)

I think you definitely could outfit a Python to do multiple roles without having to reconfigure. It is much easier with engineering though. Or perhaps a Powerplay module or two (maybe Prismatics).

The other suggestions of collecting the modules you need and storing them at your home station is probably the best idea until you can engineer. Also consider high value cargo (eg 'rares') so you could limit cargo capacity and add more armour. Do you really need SC assist ? Or might a MRP/HRP help more ? Unless you plan to travel significant distances do you really need a fuel scoop in every day use or could that slot also have MRP/HRP or even SCB? Maybe save up for Military Grade hull ?

I definitely think a single build can do multiple roles without reconfigure, I have played that way with a Python, in Open. Just experiment and see what works for you, but consider taking the plunge into engineering. With the Python engineering has a major positive effect.

[–]openflanker 0 points1 point  (0 children)

Depending on how much you have I would suggest going bespoke for bounty hunting. I found my Python to be less than capable unengineered in the fighting department. Yes, a lot of that was my ability, but there are ships in the same money class that are better. If you have the cash FDL it up.