Ha, take your pickHuntress wrote:Oh, I have another question. I like fast ships, anything that's over .4 LM, and I'd like to have a ship that has a lot of missile slots. Any idea on what I should get?
Some Questions
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Re: Some Questions
Commander Smivs, the friendliest Gourd this side of Riedquat.
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Re: Some Questions
Lots of ships that don't appear on that list.. it badly needs updating.Smivs wrote:Ha, take your pick
@ Huntress - You could try a Coluber Pitviper (S.E. 'Beast' variant)..
9 missile slots and a top speed of .38, which you could always tweak up by editing the
shipdata.plist
. Makes for one hell of a tough bounty-hunter ship, btw! 'Tis my all-time favourite ship.<--- as you may have noticed
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: Some Questions
My Fer-de-Lance 3G ships (available via the in-game download manager, and from the new expansion pack site) all go faster than 0.5 and have (depending on the model) five or six missile slots.Diziet Sma wrote:Lots of ships that don't appear on that list..
Here's a (not very pretty - sorry) excerpt from the brochure (an excerpt that compares the 3G ships to their predecessors):
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Re: Some Questions
Thanks, UK_Eliter. I used to have a Veloce e Appuntita, but in no way can it compare to my current Fer-de-Lance 3G+(t). The Veloce e Appuntita was fast, yes, but I found it wasn't a very good ship for combat. It doesn't have any side gun mounts (which I don't normally use, but can come in handy sometimes), and had a too low cargo capacity for me. I like to scoop up escape pods and cargo after a battle - might as well make some money, right? I prefer Fer-de-Lances because they are harder to take down, and I can face more than five pirates at a time without my ship getting blown up on the first pass. This also brings me to another topic: Are there any missiles that you prefer, and why? So far I have been using the standard missiles, but I want a change. Any specific ones that I should look out for?
"My goal this weekend is to move... just enough so that people don't think I'm dead." -Anonymous
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Re: Some Questions
With the exception of some of the more specialised (and expensive!) missiles added by various OXPs, in general missiles have limited usefulness. The basic 30Cr missiles are relatively useless, as many/most NPCs will have an ECM. Hardheads, although more expensive, are generally the only standard missile worth bothering with. Their main use for most of us is as a diversion, to keep most members of a pirate pack busy while you whittle down their numbers. They can also be a big help when under a lot of pressure from a skilled opponent, as you can use them to get a bit of breathing/recharge space, before re-engaging.
My personal approach in my Pitviper, is by means of a MissileMachine. Although it takes up a missile-slot, it means that you can take 1TC Alloys, 1TC Radioactives and 1TC Computers, and turn them into 3 hardhead missiles. Not only does this allow you to reload your missiles without docking, it works out that even if you buy the raw materials at the more expensive systems, on average the cost per missile is reduced to half or one third of the usual price. And if you happen to scoop up the raw materials, so much the better.
Between the cargo capacity of my Pitviper, and the 8 missile slots remaining to me with the MM installed, this means I can carry a total of 20 hardheads into battle.. which comes in very handy on the tougher Random Hits assignments, as you can imagine.
My personal approach in my Pitviper, is by means of a MissileMachine. Although it takes up a missile-slot, it means that you can take 1TC Alloys, 1TC Radioactives and 1TC Computers, and turn them into 3 hardhead missiles. Not only does this allow you to reload your missiles without docking, it works out that even if you buy the raw materials at the more expensive systems, on average the cost per missile is reduced to half or one third of the usual price. And if you happen to scoop up the raw materials, so much the better.
Between the cargo capacity of my Pitviper, and the 8 missile slots remaining to me with the MM installed, this means I can carry a total of 20 hardheads into battle.. which comes in very handy on the tougher Random Hits assignments, as you can imagine.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: Some Questions
I too find the MissileMachine good. I recommend also my Nexus Missile (on which latter info here, and its available via the in-game downloader).
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Re: Some Questions
While I was getting new equipment, I saw that there were some Quirium mines. It got me thinking. Not that I WOULD do this, but still... Is it possible to destroy a station by using a Quirium mine? Sure, it would be dangerous, but would it actually work? Also, what would happen if you launched multiple Quirium mines at a planet? Could the planet potentially be destroyed? If so, how would doing that effect your legal status? I would assume you'd become an outlaw because that act would be considered a horrendous crime.
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Re: Some Questions
Huntress,
Not a main station, no. Or at least not without using some special jiggery-pokery. I think there's discussion of this matter elsewhere in the forums.Is it possible to destroy a station by using a Quirium mine?
The bomb would explode harmlessly. That said, there's an old OXP that will make q-mines that are launched close to planets bob around harmlessly. They can even be scooped back up!Also, what would happen if you launched multiple Quirium mines at a planet?