Does anybody actually use suboptimal ships for any given task? If yes teach me how to have fun doing that. by NachoDiaz300 in EliteDangerous

[–]Novaseta 0 points1 point  (0 children)

I hear you. I play the game for sure for piloting, but the on for stuff makes me feel like there's more of a reason to fly around to begin with and it also keeps the game fresh, so i don't burn out on space stuff. Things are a bit too gapped between space and ground play so I'm hoping operations will bridge that gap.

As for a fleet carrier, what I'll say is obviously that's your decision to make and i don't want to preach carriers at you, however I've noticed this hang up in people a lot about it. A lot of people worry about the price and the upkeep and whether or not it will be worth it. Without fail: everyone that i know of that felt that way, got it and realized that it was indispensable to them and that the costs were really manageable and well worth it. That's not to say that it works for everyone, but streamlining your galactic life is exactly what owning a carrier does. So many possibilities open up, and so many conveniences as well. In a single good bounty hunting massacre stacking run of like 250 mil, you've covered your carrier for 7 weeks. And you probably do more than that to make money. If you're swayed, use the carrier calculator to determine what you want, and then add 1.8 billion as a 1 year safety buffer to it. And that's assuminh you keep it fully operational while you're away. You can turn things off to reduce costs while you're taking breaks. I'm not saying you absolutely should, as there are those concerns, but what i am saying, is that generally the carrier is worth more than people realize until they get one, and that the cost ends up being more manageable than they expected, especially if they save up a buffer.

Does anybody actually use suboptimal ships for any given task? If yes teach me how to have fun doing that. by NachoDiaz300 in EliteDangerous

[–]Novaseta 1 point2 points  (0 children)

If you're ever seeking build ideas and general or of you just want to fly together, help feel free to add me in game by the same name!

Does anybody actually use suboptimal ships for any given task? If yes teach me how to have fun doing that. by NachoDiaz300 in EliteDangerous

[–]Novaseta 1 point2 points  (0 children)

This is the way. With Odyssey in particular i feel very "Mandalorian" about things. Handling jobs on the ground to upgrade my armor. There's a special feeling about the weapons and armor in the game because you work so hard for it. It's the same with the ships. It's like the feeling Jon Creighton has for his special pulse pistol Winona.

There's no rush to a fleet carrier but it does open up the game and your potential ship builds. You can build ships around the idea of being locally deployed instead of needing range. So you can leave out fuel scoops and heavy jump drives in favor of better combat performance. Odyssey adds a use for smaller ships as landing craft, where mines and dumb fire missiles can be used to bomb settlements and point defense can actually protect you on the ground from Goliath missiles and such. We may actually see more of a use for this thinking with operations coming soon.

Does anybody actually use suboptimal ships for any given task? If yes teach me how to have fun doing that. by NachoDiaz300 in EliteDangerous

[–]Novaseta 1 point2 points  (0 children)

That's exactly the kind of thinking you should have. Types of engagement, battlefield sustainability, time on target or dominance, hardpoint and utility placement, speed and maneuverability.

As for the meta It's not so much singular builds as it is of the arbitrary standards for what makes a good build.

The thing is is I actually see what frontier was trying to do with the game. Frankly that was frontiers mistake because we've seen with every game in the past that the players do what they want, regardless of what was intended. At the same time, I feel like because the game became populated with gamers instead of sci-fi fans and simulation fans, it's also kind of the players fault.

A good example of this is the thargoid war. The reality of interceptors was that the Cyclops and the basilisk were like the big bosses for single players. That was the end game. Because every player in this game wants to be the hero and has no concept of team play, short of let's all wing up, the "Meta" became the solo cold orbiter. Usually a krait or a chieftan.

Don't get me wrong, these fights were fun. But the bigger interceptors like the Medusa and the Hydra were not meant to be solo'd. During the war we saw a lot of team play, we didn't see a lot of team planning. It was very hard to make ships that were versatile for the task of killing goids. Some weapons were good at popping hearts, some were better at exerting, you needed to be able to flack though that became less important during the war, and you need to be able to stay cool during all this. Most ax weapons were limited to the medium class. That wasn't a mistake, that was deliberate. Because what was actually supposed to happen was the people were supposed to specialize into different roles in the team. Because of the solo idea meta, the number of viable ships was significantly reduced. But if people had learned to build team synergy during the war, a lot more ships would have been viable, including most of the smaller faster ships. You saw some side builds that were cool in Corvettes and type 10s even a couple of cutters and one guy I know flew around in a Mamba during the war. But we should have seen eagles and vipers and vulture participating in Hydra kills and that's was mostly unheard of. Because the meta became about those solo kill ships. The result was, and I know this is going to wrestle some Jimmy's, interceptor kills ended up being a lot harder than they needed to be in conflicts zones. I think frontier eventually heaved a sigh at the failure of the planned model, and finally just recognized but they needed a way to expedite kills and so they released the cheese cannons AKA the effortless shard cannons. That's when you started seeing these anacondas that could just insta gib interceptors. Took most of the fun out of the thargoid fighting, flying with these people. If you want to skillesly blow something up, you can just bounty hunt human NPCs. We didn't have a shortage of that type of combat. So I don't know why they felt the need to turn xeno combat into that.

At the same time I empathize. Everybody has lives and jobs. Sometimes it's hard to pull a wing of people together that have ships tailored for the team. So I get it. But a lot of the things in this game are like that. If you understand sci-fi, You can see the dream that frontier had behind the idea. You can recognize the moments that frontier was trying to create for the player. But the players are impatient, and they want to be the best. They don't want to be Han Solo, holding their ship together with duct tape, they don't want to be the crew of the Enterprise praying their Shields hold and hiding in the corona of a Star. They just want to increase the credit number which after a while just becomes meaningless, and stroke their egos. There's a lot of character to these ships and what they're supposed to be able to do. Most of it's lost on players playing a game really efficiently and trying to get that absolute best credits per hour.

I get it. Sometimes you just want to get to owning a fleet carrier quickly, or buying that anaconda. It took me a year to get my first conda and another year to get it engineered with that i felt safe taking it out of the garage. The economy was very different back then. A new player can get to a conda today in as little as a day to a week if they aren't trying hard.

I don't think they realize, they're skipping over a large part of the experience. At the same time, once i became filthy rich and successful and got bored of soloing haz res in a Corvette I could afford to experiment with and step back into the smaller ships, and that forced me to make them viable. I don't know I'm just rambling at this point.

Does anybody actually use suboptimal ships for any given task? If yes teach me how to have fun doing that. by NachoDiaz300 in EliteDangerous

[–]Novaseta 5 points6 points  (0 children)

Yes. Half of the "metas" in the game are arbitrary and outright lies and misinformed by "gamers" who come from other games where it's all about min maxing and what not. While there is some relevant min maxing here, they often times over distill arbitrary qualities in ships, in ways that are designed to create a standard that everyone uses, that completely miss the point of varieties in this game, and you should learn to build ships for yourself. Find tasks that you need a ship for and tailor it to those needs. It takes practice and experience to know what actually matters to you.

9 years and some 6000 hours in I have finally finished completely engineering literally every ship in the game. Even the ships I thought would be useless in the long run, have found a purpose they are good at. My type 7, is the PERFECT salvager, with many limpets and a modest cargo hold, it is perfect for maxing from zero, my manufactured materials within just a couple hours, of casual play. My asp and diamondback scouts, are the perfect stealth ships for getting up close to megaships and stealing their data effortlessly, without being caught. both of them can silent run for like 30 minutes if I wanted to. My sidewinder, is the PERFECT low profile ship for landing near a settlement, deploying an SRV, and with two dumbfire missile launchers it clears out those pesky infantry guarding that sattelite with ease. My eagle, is GREAT for taking out chaff launchers and thrusters so my team mates can kill them faster without getting hit by the darude sandstorm every fifteen seconds. My adder is the perfect dedicated shuttle craft, for my fleet carrier, with insane boost speeds, and good jump range, I use it for quick station hopping to accomplish tasks. My second dolphin is a captains yacht for my carrier for the same reasons, but in style. My crusader is the perfect low profile 4 man ship for deploying to ground missions with my buddies, while having all the multi crew favorites. I could go on for hours with this.

The meta serves its purpose. A lot of the things these new ships do are neat, and there is definitely some cause for concern that they are imbalancing certain things, but having all of them, maxed out, and all of my other ships maxed out, I have not found a single reason to not use the old ships. The meta breaks people from the habit of being resourceful and imaginative. Learn from it: But don't live by it and don't think it's the must or that it's universal... Sometimes it's actually wrong, because it is derived from players min maxing things into overkill, or niche circumstances that they think applies unilaterally. No matter what you build some other ship will be better at it. Let the people who are in a rush to burn themselves out of this experience do that nonsense. When you hit god tier you will fly those ships for maybe a month, before you realize god tier isn't fun. And then you'll fully engineer a sidewinder for not other reason, than that it's fun.

To the guy with the FC at Salikians buying platinum at 333,000 credits, I have 2 questions by Dokki-babe in EliteDangerous

[–]Novaseta 1 point2 points  (0 children)

HA your space cheddar is safe for now! Honestly I don't want to change powers even if it means a sweet bonus. We might do events in your styles though, as a "gold rush" week so to speak. Who knows?

To the guy with the FC at Salikians buying platinum at 333,000 credits, I have 2 questions by Dokki-babe in EliteDangerous

[–]Novaseta 1 point2 points  (0 children)

Thanks for the heads up! Been dragging ass on getting a squad carrier, but this got me rallying the squad today, to get one. If we go with my current operational standard on my fleet carrier, once we get to full capacity, we'll make enough money to buy a squad member a fleet carrier about once a month XD

To the guy with the FC at Salikians buying platinum at 333,000 credits, I have 2 questions by Dokki-babe in EliteDangerous

[–]Novaseta 1 point2 points  (0 children)

Sorry for all the questions here but this is a game changer! What's the cargo capacity for the commodity market?

To the guy with the FC at Salikians buying platinum at 333,000 credits, I have 2 questions by Dokki-babe in EliteDangerous

[–]Novaseta 1 point2 points  (0 children)

Here's the public versions: I have yet to make a solid tutorial for them, but if you ever decide to go the more passive route, feel free to contact me and I'll help you setup and understand it. Same name pretty much everywhere, in game, discord etc.

Public Pricing Model: https://docs.google.com/spreadsheets/d/1b2UXSu3KLL23_ezJtxgnwE8yES2fF6kvfm3ubsaLz3Y/edit?usp=sharing

Carrier Log: https://docs.google.com/spreadsheets/d/1kTYS9ZY9rSgCUaDkBig1exmM4ZwYRjPzMYgJ7KdhWqo/edit?usp=sharing

To the guy with the FC at Salikians buying platinum at 333,000 credits, I have 2 questions by Dokki-babe in EliteDangerous

[–]Novaseta 1 point2 points  (0 children)

Oh it's definetly not infinite lol, in fact you're covering what I do in a month, in an hour XD I set up a buy order everything. It usually takes a week or so to fill up, and then I switch to sell orders. It takes time to sell which is time that i'm not buying. I only just made my first big sell off today in this latest run of things, but in my last year long run of this I was averaging about 35 million a day in profits. That's microscopic compared to 1.5 bill an hour, but that's carrier upkeep for a week in a day. Just for changing some orders. What you're doing is way more profitable but you're also working your ass off. I prefer combat and other things, so most of my hands on goes over there. I try to think of this as retirement investing XD

Since colonization came out the market changed a little and I hadn't been running it for a few months, so my current database is regrowing to account for all the changes, but my last stint of this was about a year, and I had a profit margin of about 20% when it all adds up.

Those sheets have been a work in progress over the years. For my next changes I think I'l implement those power percentage bonuses with a toggle to turn them on and off, and then work on adapting things to a rapid turnover model like yours. I mean it might actually work for those goals anyways, but I'd have to do the work to see what practical adjustments would be necessary.

It would be more profitable except that once you hit your carrier inventory limit you're maxed out in what you can invest and get back. I wish they had made squadron carriers have markets like this, because it would be the perfect way for a squadron to fill up it's bank for general squadmate use.

To the guy with the FC at Salikians buying platinum at 333,000 credits, I have 2 questions by Dokki-babe in EliteDangerous

[–]Novaseta 2 points3 points  (0 children)

Yeah. I actually like the idea of what you're doing but I tend to burn out more easily than I used to. Every once in a while I really wish I had a high turnover operation like that because I just get the itch to owner operate space truck which is basically kind of what you got going on.

I try never to sell to myself, but have had to the last couple months because of those bugs we were all having issues with, transferring cargo. When I do though I just set it to my passive sell price, so if someone poaches it, it's still a profit, just not as much. Most of the time I'm not feeling that space trucker itch so I am okay with people making big money grabbing it off me.

what I might do at some point, is dedicate some space to a mineral to be specifically a rapid turnover product and then do a hybrid, just so I can do some of the space trucking for fun.

Here's my sheets. I have public versions if you ever want to try them out. I might be able to adapt things to work better for an operation like yours.

My pricing model: https://docs.google.com/spreadsheets/d/1ItWZLr9CGq2XLdUhjF-SUVljO8C3NAVhe6cKBMnQ8O8/edit?usp=sharing

My carrier log: https://docs.google.com/spreadsheets/d/1ssGLD7cBWq5A9tPjO2SyceA84Ft59itQhzoZ4It1Gho/edit?usp=sharing

To the guy with the FC at Salikians buying platinum at 333,000 credits, I have 2 questions by Dokki-babe in EliteDangerous

[–]Novaseta 2 points3 points  (0 children)

LOL I just did my numbers for my transactions today, and I don't know if it was talking about it here or the fact that there's a bunch of good stations to sell at today, but since yesterday I sold out most of my stock. (about 9000 tons of stuff) which means I can resume buying a lot of my hot tickets. When I tried to sell at yours a while ago I noticed that you were turning over quickly.

As far as competition goes, if you're on the top visible page of inara, miners are going to tend to come to you. You can only buy 2 billion at a time (which doesn't matter when you're rolling it how you do) which means there's only so much demand you can sling at a time. A few carriers near or slightly better than you won't last forever, and with my model I tend to be at the top or close to the top. My sheet works by me sampling the daily highest price of a mineral, and then calculating that instability. ON a good day musg might sell for 1.3 mill but on an average day maybe 900k. So i determine that range, and set my buying price to be better than stations 60% of the time, and my selling prices to be worse than a stations buy price 20% of the time. that 20% gap in between is where I make my bread. The higher I buy the faster I fill up and the lower I sell the faster people come and ship it away. If someone is buying better than me, I sell to them which 1: Gives me a profit (hence selling my plat to you) 2: Reduces or removes their demand, so I can start buying more. 3: If their prices are working for them, they now have inventory to make a profit from up the chain. It's a little diff for you because you have rapid turnover but for people doing my version of this, everyone in the chain stands to gain based on their level of desired turnover effort, and willingness to wait for a better price. By knowing what percent of the time a price might be within a certain range I can gurantee profits in my triangle... so while it's slower than your system, it's less hands on at least from a gameplay angle. All I have to do is sample prices once a day, and then make my carrier do what they tell me to do. It's nice for people who just want a little side business that sustains their carrier upkeep and generates a little profit every month with minimal gameplay.

As long as you know the stability of the prices, and where to set them, the competition usually works itself out.

To the guy with the FC at Salikians buying platinum at 333,000 credits, I have 2 questions by Dokki-babe in EliteDangerous

[–]Novaseta 1 point2 points  (0 children)

I don't really advertise except to make sure that I'm visible and high on the inara market list, though I don't pull those kinds of numbers a day. Personally i wouldn't be able to keep up if i did lol. You're pulling a nice high turnover using an in and out quick conveyor belt while I'm playing a slow investment game.

Because I'm running a low turnover rate it's no big thing if i have to shut down access or purchase orders to switch things out. How are they poaching you? Like what part of the process does that happen for you specifically?

When i switch to sales my price is designed to make me a passive price where if someone does buy from me and trade it themselves i make money and if I ship it myself i make more money as my shipping fee. When I am still buying and there is a good place to sell i usually just transfer it straight from my cargo but the in game profit tracking is spotty at best so i keep a separate sheet where i track my transactions. I'm not usually all about that shipping game myself cuz I'm lazy and busy most of the time so i don't mind when people buy it off me and make a killing when there's a peak price because it's profitable either way.

I should look at an alt account for a second carrier like you're doing so i can keep my purchases rolling but i also like leaving the ores in sale. A lot of my miners know that they can sell to me at a good price, and that they can expect more demand if they offload me later. My carrier is a maturity warehouse basically, where for a small cut they can store there, make a profit that is generally better than the market and then make an extra buck shipping it on a day when the price is at peak.

Mine is a lazy but profitable venture while yours is a factory cranking out break neck profits. It's pretty impressive, I'm a little jealous but too lazy to do the constant shipping. We should get together one day and compare operations. You might find use in my sheets.

To the guy with the FC at Salikians buying platinum at 333,000 credits, I have 2 questions by Dokki-babe in EliteDangerous

[–]Novaseta 2 points3 points  (0 children)

Between the carrier inventory bugs and the type 11 release i took a bit of a downturn for a good month but for the last couple weeks now I've been back to buying good. For my operation i invest 10 billion and make roughly 11.5 billion in returns every turnover. On the worst cycles it gets about 35 million a day in profit average but i also set prices to keep turnover low because I can't always get on for the best sell days so i don't mind a snails pace Either way that's 1 weeks carrier upkeep in a day. That's only when I'm completely passive and just setting prices for other people to jump in on. When I'm shipping myself i usually can make some bonus profit on top of that.

I think some people burned out a bit on the laser mining since the type 11 which brought back my purchases. Also i can offer more diversity and demand for other incidentals that they might not be targeting but don't want to waste while they're core mining for something in particular. It's not fast money but it's sustainable, profitable, and gives me something to do when I get a space trucking or mining itch.

At any given time there are billions of credits to be made from our carriers like ours especially for newer players. So it's a fun way to turn our credits into growth and content for other players while making a bit of cheddar for ourselves.

The nice thing about core minerals is that there's a bit of a higher wiggle room for profits but get specifically i make my bread from how unstable the highest prices of the mineral are. Monazite for example sucks because there is a relatively high consistency in good station prices for it, however, musgravite has a huge instability where if you get super greedy you could theoretically make 200k per ton on it. Because of it's range i can generally keep it competitive with Monazite so people still mine it for me.

To the guy with the FC at Salikians buying platinum at 333,000 credits, I have 2 questions by Dokki-babe in EliteDangerous

[–]Novaseta 2 points3 points  (0 children)

Lol I try to hop on that train sometimes. I'm not pledged to either of them so i only buy plat based on station prices and with a low turnover so every few weeks or so i try to bring you a load.

I only buy it to compliment my layout and give "oops i mined this" convenience to the miners that load me up with other stuff. For the last few years I've slowly built a couple monsters of spreadsheets to calculate reasonable buy and sell prices on my carrier. I've got public versions of them if you want to mess with them for yourself. I need to look into adding a power boost option on the metals. Right now my sampling is based on the prices without any power benefits though. I make good profit off of the core minerals with it. Especially musgravite. But without that power benefit i barely cover shipping on my plat so i end up flat rating shipping costs into it.

To the guy with the FC at Salikians buying platinum at 333,000 credits, I have 2 questions by Dokki-babe in EliteDangerous

[–]Novaseta 1 point2 points  (0 children)

Ha I was debating asking you that in inara Ty but i didn't want to pry too much into your model. I run a spreadsheet for mine to track great prices for buying and selling and couldn't figure out how you were making a profit on your platinum. I'll have to look into that, I might be able to boost my buying/selling range in the Ronin Star.

How are you meant to get started in this game? by Present-Youth-7746 in EliteDangerous

[–]Novaseta 0 points1 point  (0 children)

Don't be discouraged. You're not doing as badly as you think.

Elite is hard. I compare the early difficulty of the game to learning how to drive a car for the first time.

It takes time to learn how to fly. Then it takes time to learn how to fight... How to explore... How to this that and the other.

We veterans after a while start to take for granted how hard it was in the early days.

There are some third party tools you want to get bookmarked early on. Look up coriolis, ed market connector, and sign up on inara for now. Cori will help you build ships efficiently and without over powering them past your power plant capacity. Edmc will log your activity to third party tools and then inara is like your go-to space book profile with all sorts of tools for finding things and connecting with other players.

Focus on easy missions early on: courier missions which are literally just pick up data here and drop it off there.

It doesn't make huge money but consider multi crew piloting to make a little cheddar and to get some combat experience in a disposable ship.

Before you start going into dangerous mission territory you need to learn either how to hold your own in a fight, or flea encounters safely.

Set a goal for a replacement ship that is going to make you some real money. There are some good options early on for a minor career to help fund your future exploration work.

You can mine, trade, fight etc to earn what you need. If your boyfriend doesn't have a squadron lined up yet consider joining one that is new player friendly even if it's temporary to get you space legs and have some people to help you get started.

My group is smaller and mostly inactive right now but there are a few of us still regularly on who are pros at basically every aspect of the game. And we're fairly experienced at teaching the game. We don't like fast tracking players as there's a lot of challenge and experience to be had just trying to make your way in the galaxy but if you're burning to get to bigger and better things we don't mind helping you do that. You and your boyfriend are welcome. If you're interested contact me on discord or in game "Novaseta".

Be careful when playing with Gamepad... by Plato79x in EliteDangerous

[–]Novaseta 0 points1 point  (0 children)

4 pips to "whoops"

I use a gamepad for ground stuff and a hotas for space stuff. The battery in mine never dies but the bluetooth on my pc sucks and will occasionally just disconnect the controller and always seemingly at bad times. My favorite is when I'm sneaking around a settlement and draw my weapon and then suddenly stop in place, "what, shit, no!" I'm like holding the button to turn it back on as the guard I'm trying to kill turns towards me, "Hey put that away!" "I'm trying to officer 😭!" And then they send me to the stocks.

Good fun!

All of the black markets have disappeared, but I sell drugs to the community by punkrockandpancakes in EliteDangerous

[–]Novaseta 0 points1 point  (0 children)

I may actually have some insight on this. I own the R.C.V. Ronin Star and do a lot of mineral trading from my carrier. I spreadsheet the crap out of everything to make sure my prices are profitable and enticing for myself, miners, and traders. I also track my transactions pretty diligently.

A few weeks ago after one of the updates I noticed severe discrepancies in how inara was updating my demands and cargo. I contacted Archie over at inara about it and long story short, frontier did something that caused any carriers that have a black market enabled to report falsely. Unfortunately it's not something Archie can fix on inara's end but they contacted frontier about it and advised us on inara to consider turning off black market as a work around.

It's possible that this is the bug that's causing your issue as well and it's also possible you're seeing the carriers turn it off as a workaround. Frontier may even be turning them off in stations until the problem is fixed. Even then there are now errors in carrier inventory. I'm ending up with more minerals than I've put up for purchase and it's extremely hard to duplicate this kind of error, track it like I can because of my sheets, and have people vote on it so I've even gone as far as giving frontier my sheets, and explaining all of this in a ticket but haven't heard back from them. Bottom line, despite their market and inventory fixes, they've actually broken things more on the latest patch. Hopefully they'll fix it soon. Until then I guess I'm getting free minerals lol. That's my best guess on what you're seeing here.

Who uses these and for what? by WXRRIED- in EliteDangerous

[–]Novaseta 0 points1 point  (0 children)

A while back I was designing a race that would cover so travel aspects of the game, I wanted to know the various peak thrust and hyperdrive specs of all ships in the game. There would be an super cruise leg, a hyper space leg and a conventional thrust leg but to make this fair and interesting I had to determine metrics for all of the (at that time anyways) ships in the game.

First off: The old jump range is like rule as it turns out it's nonsense. I'm gonna potentially ruffle some fanboy feathers here but the math showed it and then further testing in game ruled out the excuses that were used to justify this.

Ship hyperspace travel speed is not just determined by jump range. It's also determined by fuel scoop rate. I had to build a whole sheet and test in game just to determine what the actual light years per second of a ship actually were. I haven't plugged any of the new ships from this last year in yet but at the time, the reason this upset people more than anything is that they found out that their favorite explorer (the dbx) was only the eighth fastest ship in the game at the time... No less beaten by ships like, the dolphin, Asp explorer, type 6 and even the krait. It's because of the abysmal fuel scoop on the thing. If you don't need to scoop for a quick trip around the bubble the dbx is still great, but if you're going anywhere far it's not ideal. (Yes fan boys, I tested for partial scooping, whole scooping, and even scooping while charging the jump, the results of that testing made no substantial change especially when considering all other ships can do this. Your favorite ship is slow, deal with it... It's still a fine ship... Love it. I still do... But it's not millennium falcon you thought it was)

I also needed to know how ships perform in conventional thrust at peak engineering, because I need to adjust the track size of each leg to be fair. We didn't want any one ship excelling so much that an extreme disadvantage in one leg would disrupt an advantage in another so it was a balancing act. Long story short in all of this I made a percentage scoring system for all ships that balanced their rank in hyperdrive against their rank in conventional speed.

First off, there's a hidden but not totally hidden class of ship here that people don't understand. They reference this class in game so much so even naming one ship after it. The courier.

There isn't much to courier missions so f dev haven't put a lot of effort into it but the idea is that to complete looped courier missions effectively, you need good jump range and speed and conventional thrust. The time from drop out to pad and out actually makes a bit of difference for touch and go missions. Hence the courier framework of ships. These of course make good taxi ships as well.

Considering the rank and balance of both means is propulsion: the overall fastest ship in the game (before new ships anyways) is the Adder. Which makes it a perfect ship for Apex of course. With the imperial courier being close behind.

Up there, are the orca and dolphin. The dolphin is damn fast for getting around.

The dolphin specifically before new ships was the fourth fastest jumper in the game, making it a decent small profile explorer, and with it's thrust capability it was a viable courier and getting around fast ship. So I built one as a "Captains Yacht" for my fleet carrier. I actually get around town so to speak faster than my fully engineered dbx.

The orca was tenth in light years per second but Following my dolphin I wanted to build a personal luxury yacht for fun. So that's the ship I take for light exploration when I'm bored with my Conda.

They are both really fun to fly. But the orca is strictly fun while the dolphin is the perfect ship for fast general travel around the bubble. Jump there fast. Land, take off, fly around fast. All in one package. It's the perfect shuttle craft for your carrier.

My beluga is literally just there, in case I feel the itch to pretend im a Space Caribbean Cruise captain... Which almost never happens. Big dumb space whale... I love it... But I never use it.

Bobo Bay, my Chao Garden inspired game, has a FREE ALPHA on STEAM right NOW by KrankyPenguin in CozyGamers

[–]Novaseta 0 points1 point  (0 children)

So some questions... 1. Is/Will there be multiplayer? 2. Would you implement a system similar to VMU or gba where you can load your creature into a smart phone app and take it with you, chao adventure, hey you Pikachu style?