No Man's Sky

No Man's Sky

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|_| Clyax Nov 14, 2022 @ 2:08pm
Do Solar Ships Have A Point Compared To Other Ships?
I don't think so. Solar Ships have the primary purpose of automatically having solar sails to recharge launch thrusters. You could install an S grade Launch Thruster module on any other ship type and get that other ship type's specialties (or jack-of-all-trades from shuttles or living ships). Since Solar Ships are generally rounded with a hit to cargo space, and the rechargeable launch thruster can be gained through another module on any other ship, it just seems like a downgrade. What's the point? What do you think?

I understand and even agree they look really cool.
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Showing 1-15 of 37 comments
Jaggid Edje Nov 14, 2022 @ 2:15pm 
The solar sail does more than just recharge launch thrusters, it also increases pulse drive performance. No other ship type can reach the same level of Pulse drive fuel efficiency of a solar ship due to just how large the sail bonus is to that stat.
It also gives them higher maneuverability and pulse boost rates than any other ship type, though those are a more marginal difference. Fighters and exotics can come the closest due to having higher inherent ship type bonus to maneuverability (especially exotics).
Last edited by Jaggid Edje; Nov 14, 2022 @ 2:18pm
Lindy Bomber Nov 14, 2022 @ 2:42pm 
Stat differences between shop arc types are most trivial, any ship can do any job with the right upgrades, some are just slightly better at certain jobs. That said the main difference is aesthetic.
frazzled Nov 14, 2022 @ 3:10pm 
My regular ship in my last save was a solar, and I almost never had to refuel its launch thrusters or pulse drives.

Plus it looks cool. :D
Geldric™ Nov 14, 2022 @ 3:40pm 
Originally posted by Lindy Bomber:
Stat differences between shop arc types are most trivial, any ship can do any job with the right upgrades, some are just slightly better at certain jobs. That said the main difference is aesthetic.
In general I agree with this EXCEPT with respect to damage. The core damage of a crappy “C” class fighter is a little over 100 which all the rest of the damage is calculated from. The core damage of a “C” class explorer is like 28 or something. Extremely low. Even with “S” class upgrades your damage would still be pitiful.

Back on topic… I classify Solar ships as the poor man’s Exotic since they have good all around stats & an “S” class makes a great starter pirate killer.
|_| Clyax Nov 14, 2022 @ 4:04pm 
Originally posted by Jaggid Edje:
The solar sail does more than just recharge launch thrusters, it also increases pulse drive performance. No other ship type can reach the same level of Pulse drive fuel efficiency of a solar ship due to just how large the sail bonus is to that stat.
It also gives them higher maneuverability and pulse boost rates than any other ship type, though those are a more marginal difference. Fighters and exotics can come the closest due to having higher inherent ship type bonus to maneuverability (especially exotics).
You are right about the sails themselves being a bonus. That may give them importance. Pulse speed might save some time if you count it up after many hours of play. Really the only stat bonus that seem interesting is maneuverability; this and the higher shield bonus may make fighters a trade-off for damage. How does this sound?
|_| Clyax Nov 14, 2022 @ 4:06pm 
Originally posted by Geldric:
Originally posted by Lindy Bomber:
Stat differences between shop arc types are most trivial, any ship can do any job with the right upgrades, some are just slightly better at certain jobs. That said the main difference is aesthetic.
In general I agree with this EXCEPT with respect to damage. The core damage of a crappy “C” class fighter is a little over 100 which all the rest of the damage is calculated from. The core damage of a “C” class explorer is like 28 or something. Extremely low. Even with “S” class upgrades your damage would still be pitiful.

Back on topic… I classify Solar ships as the poor man’s Exotic since they have good all around stats & an “S” class makes a great starter pirate killer.
That's a good way to describe how I feel about Solar Ships. A poor man's exotic is probably the best way I have thought of Solar Ships. Anything else about purpose really makes them seem like a downgrade. Good perspective.
Jaggid Edje Nov 14, 2022 @ 4:08pm 
Maneuverability is the most important ship stat to me, and the Solar and Exotics are my two favorite ships as a result. Once any ship is fully upgraded, you do 'good enough' damage to win any fight the game throws at you, so I just don't see that as very important for a long term ship.

That said, I always fly a fighter in the early game, because it makes a freaking big difference at that point when you don't have all the upgrades, or even the room to slot all the upgrades. I started a new game 5 days ago and I'm still flying a fighter because of that. I'm very close to having it fully upgraded though, so I'm on the hunt for a solar or exotic to switch to (once I have that one upgraded).
theslay66 Nov 14, 2022 @ 4:09pm 
They are the best ships for deep space diving when looking for anomalies, or simply running around in solar systems.
Their pulse drive is so efficient that you can run it for hours without recharcge.
Granted it's not that big of an advantage, but they're also well rounded and they look cool.
|_| Clyax Nov 14, 2022 @ 4:10pm 
Interesting, new perspectives by you two. Thank you.
Lindy Bomber Nov 14, 2022 @ 4:13pm 
Originally posted by Geldric:
Originally posted by Lindy Bomber:
Stat differences between shop arc types are most trivial, any ship can do any job with the right upgrades, some are just slightly better at certain jobs. That said the main difference is aesthetic.
In general I agree with this EXCEPT with respect to damage. The core damage of a crappy “C” class fighter is a little over 100 which all the rest of the damage is calculated from. The core damage of a “C” class explorer is like 28 or something. Extremely low. Even with “S” class upgrades your damage would still be pitiful.

Back on topic… I classify Solar ships as the poor man’s Exotic since they have good all around stats & an “S” class makes a great starter pirate killer.

Even with the extremely lower core damage rate of the crappy ship three S class upgrades make you more powerful than any NPC ship. My main ship is a hauler with three S class shields and photon cannon upgrades and combat is laughably easy.

The only stat that really matters is warp range and that only matters when racing to the core.
BlackWater Nov 14, 2022 @ 4:56pm 
I started a new save and the very 1st observatory distress beacon i solved yielded me an A class Solar ship. bye bye peice of ♥♥♥♥ er I mean radiant pillar, hello Sunchaser Calypso.
taniwhat Nov 14, 2022 @ 5:03pm 
Fuel savings are not small if you spend time exploring.
I have a Solar purely for the amount of tritium it doesn't consume. Similar gains stalking living frigates.

"
The only stat that really matters is warp range and that only matters when racing to the core.
"

I'd dispute that given a portal will get you within 6kly of the core, 3 hops for any decently kitted out ship.
PeaceMaker Nov 14, 2022 @ 5:15pm 
I don't only see ships practical uses, but also their aesthetics. I like the Solar ship cos it's cool. At least mine I particularly like. I don't need it to have some kind of active practical difference compared to other ships. In other words I just like it.

I mean in the real world, most cars are pretty much the same as any other except for aesthetics. It don't stop millions of them being produced because most of them aren't much different from another.
Maviba Nov 14, 2022 @ 5:22pm 
They are the perfect ships for long distance travels: (e.g. Atlas missions or blach hole jumping)
Fast, maneuverable and fuel efficient.
NZ.Zero Nov 14, 2022 @ 5:48pm 
They look cool but you can't see anything out of the windscreen. Basically they're Lamborghinis.
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Date Posted: Nov 14, 2022 @ 2:08pm
Posts: 37