The reasons vary, although a common theme is focusing too closely on jump range and sacrificing too much quality elsewhere, hence some fixation on D-rated modules. Without comment regarding optional modules before knowing the activity in question, I will say that I disagree conditionally with a fair amount of the core module suggestions here. Based on that we can work out max potential profits per run for each ship, if we kitted it with only cargo racks maximising the capacity.įor that is very much the case the Cobra 3 is an excellent early asset because one can change its equipment to suit a lot of different activities, but not all of them at the same time! Without knowing whether you intend bounty-hunting, mining, trading or such, I would go so far as to say that most module advice will be substandard in some way. If you run silver from extraction or refinery systems the cost is 33,000 - the sell price is 49,000 in a high tech / industrial system = 16,000 per item. Bigger ships are significantly more profitable than smaller ones so you always want to upsize as soon as you can afford the ship and a cargo load for it so you're making best use of your time. I would suggest you use trade as a way to gain fast credits so you can start climbing the ship ladder. If you're exploring, you need a hangar bay and planetary scanner but if you're not then they're dead weight. For example if youre trading, do you really need a sheild or weapons - they'll reduce your jump range and reduce the profit per run. In the early game you'll have to switch modules in and out until you can afford extra ships or parts. You'll find that specialisation is key to having effective ships - making one that does everything will lead to poor performance overall. Hiya Cobra3 is a pretty good ship and would be a solid upgrade from the sidewinder.
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