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报告翻译问题
Your insurance costs?
Only about 15,000.
Also... Check out https://coriolis.io/
You can build any ship on there, to get an idea of how much they'll cost with any loadout, how they'll perform, what your insurance will be etc...
In general, I would not buy a ship that I couldn't afford twice over anyway. Because you just get a barebones hull with bad internals when you get a new ship. You really want to upgrade it.
As for how long, if you pick a system and make friends with a few factions there, you can get some very lucrative missions for a new player. Courier missions are dead-simple, you just need a ship that can fly and land for those. And they pay decently enough if you get a faction to Ally. If you do missions, pick the Reputation reward untl you hit Ally. You get less up front, but it really picks up when they like you.
I would recommend a Cobra Mk. 3 like many others here did. It's a versatile ship, it can do a little of everything, meaning you can try a little of everything and get a specialized ship to do that. You may want to look at a Python as a longer term goal. You never go wrong with a Python. It's Medium size, so it can land anywhere, and it has so many internal slots that it can do most anything.
And yes, this game has an obsession with naming spaceships after snakes. If you wonder what a name means, chances are, it's a snake. Like the Fer-de-lance ship. Snake. Diamondback? Snake. And yes, the Sidewinder, too.
edsy is also a fantastic ship building tool. https://edsy.org/
Not knocking coriolis.io at all, both are great, and now you have two options. :)
Sidewinder<Cobra 3/Viper 3<ASP-Explorer<Python/Krait MK2/Phantom<Anaconda/Type-10
Ship progression for mining.
Sidewinder<cobra 3<ASP-Explorer<Type-7(sell ASAP)<Python/Type-9<Anaconda<Imperial Cutter/Federal Corvette
The Anaconda mines more efficiently than the Type-9. Making it a speed vs max capacity judgment call. The Anaconda also has the ability to defend its self. The Type-9, not so much. Which is funny when you see the NPCs using them in conflict zones as "gunships."
Usual ship progression for combat.
Sidewinder<Adder/Eagle<Viper 3/4<Diamondback Explorer/Vulture<Alliance Chieftain<Krait MK2/Python(optional alternatives Mamba/Fer-de-lance)<Anaconda/Type-10<Federal Corvette/Imperial Cutter
The Type-10 is... money better spent elsewhere. It is both impressive and disappointing.
Cobra 3 is not a good choice for combat because the hardpoint placements are not optimal. Yes, a Cobra can do combat, but other ships in its price range can do better. The Diamondback Scout cost more and is overall worse than the Cobra 3 and is best avoided. Like the other space ship in game with the word SCOUT in its name.
The Mamba and Fer-de-lance need engineering to really shine in combat. Otherwise they are mediocre in performance. Think really fun glass cannons.
Ship progression for cargo runs.
Sidewinder<Adder<Cobra 3<Type-6/Dolphin<ASP-Explorer<Type-7<Python/Type-9<Imperial Cutter
Anaconda was excluded but many people do buy it to run cargo... for what ever rational reason they can think up as justification for having nearly half the payload of the Type-9 while overall costing far more than it.
The Imperial Cutter will only hold more cargo than the Type-9 if you run the ship without shields. With shields equipped the Type-9 will hold more cargo than the Cutter for a fraction of the Cutter's price. The Type-9 is a giant slow moving target compared to the Cutter though.
Exploration progression
Sidewinder<Diamondback Explorer<ASP-Explorer<Krait Phantom(optional)<Anaconda(optional)
Diamondback Explorer aka DB-X is the easiest ship to get to 60+ light year jump range without any engineering. It makes for a good early game shuttle bus and for unlocking game mechanics for later. You will need to trade materials to buy certain items, but they are easy to get.
The Krait Phantom is an expensive side grade to the ASP-X but the quality of life improvement makes it worth it. It has better internal space, looks nicer, and does not have that terrible engine drone. The Phantom does loose out on max jump distance to the ASP-X by a negligible amount.
The Jump-A-Conda as it is called is the Swiss Army Knife of exploration. It just has a terrible time landing planet side because of the short landing legs and long hull profile and it is slow.
The ships not mentioned are purchase and play with at your leisure ships. Some of the ships I mentioned are also locked behind faction ranks such as the Federal Corvette and Imperial Cutter. Those ships are worth getting eventually, but are not necessary for game progression. Engineering however, is a necessary part of the game you need to do.
Hope this helps you OP.
In the progression of combat ships I would also include the three medium federal ships: I have the DropShip and one thing is certain: it works very well!
I would have died ten times over with anything else that didn't cost four times as much (I say A-Class ship, not E-Class ship).
Even though I don't have FAS and FGS, something tells me that they must also be quite efficient...
The Phantom has a longer jump range if you turn it into a paper build and undersize the fuel tank. I think it'll go to 76 ly then.
Personally I don't care about a 5-6 ly range difference though. (E.g. my explorer DBX carries 2 SRVs, one of each type.)
I mean, I own pretty much all ships in the game (I got 36 in total but also have some overlap; I have a Phantom in the bubble but also one stored in Colonia), and to be honest i definitely wouldn't want to miss out on my Python, Orca, ASP-X or my Cutter (kinda miss that ship right now). I love flying all of them, and I often do fly many: I even still spent time on my Cobra Mk3, awesome ship that is!
But it's the Kraits I always come back to ;)
Fuel tanks don't weigh anything, like cargo racks... Doing a couple of jumps to reduce how much fuel you have on board will have the same effect. The only real reason to downsize the fuel tank is for racing builds, if you're absolutely desperate for that extra couple of m/s.
Rank locked ships were not included in early progression on my list because new players normally shy away from pledging to a faction, if they even know about this aspect of the game at all. Yes, I know ranks have nothing to do with pledging to a faction, but this is what happens with noobs. "Oh this requires rank for a faction to buy. So that must mean I have to join the Empire or the Fed's supper power to get rank. I don't want to do that right now because I want to be neutral and not worry about being someones enemy. Wait why can I buy Alliance ships then?" Some players also just don't play the game long enough to get to that part as well. (They buy an Anaconda then quit with an "I beat the game" mentality.) I've even had players tell me they are unable/refuse to do ranks because they take too long. So I just don't include them in normal game progression.
Both cargo racks, optional fuel tanks, and internal fuel tanks weigh nothing when empty. The objects inside do add weight which reduces top speed AND jump range. This DOES effect the max jump range and routes when you plot them. A few light years difference will add jumps to your routes because the stars are not perfectly spaced for your jump range. The route plotter is not perfect and does not calculate for your ship's burned fuel throughout the whole trip and only goes off max jump range(when set that way). With the inclusion of the fuel scoop it cannot even attempt to calculate that aspect so it just doesn't.
Undersizing the main fuel tank is both frowned upon and embraced by the community. I for one undersize my explorer and taxi ships' fuel tank. Others opposed of this idea hear about this and scream/hate post that I'm doing it wrong because if the game is not played their way it should not be played at all. This game lets players custom their ships for a reason.
I was taking my explorer ships' builds for actual use into account. The ASP-X holds less stuff than the Phantom so it was maintaining a slightly better jump range in actual use. But yes, If you strip ships down and min-max their engineering the king of jump range order goes Anaconda>DB-X>Phantom>ASP-X
I personally use the Phantom to explore though. I would link the but EDSY's short link generator is down.
The basic DB-X one for beginners to the game is not too long of a link. I post this to our squadron new joins as an easy to build cheap-o that will help them to unlock Guardian items, engineers, gather engineering materials, and even for a fist time trip to Colonia. (about 154 jumps using spansh.co.uk including fuel stops) No engineering involved just Technology Broker purchases needed. This should help OP to better get around in game.
https://edsy.org/#/L=Hi00000I0C0S30,,DhA40CzY10CjwH-2G002P000S_00CEg10,9p300A7200AN800AdsG-5G_W60upD6upD8qpDE_PcGzcQKsPcAqq10B6000BK410Bb600,,072304_w407Q4206hC30BX_001IM302jwG-9G_W1P0000HM40
put a basic gimbal laser and 2 basic gimbal cannons on it and start farming combat missions
it can destroy anything as long as you can out dance the opponent(which shouldnt be that hard since its the most agile ship) and the enemy doesnt have turrets
if you die(and you will die) its only about 8k to rebuy if you dont put any serious uppgrades on it
if you haven't discovered your flavor of play yet, the Eagle, Viper, Hauler trio each expand out into useful steps along your path without forcing you to sit and grind in a single ship you have outgrown until you "finally" save up enough money to get a Cobra. a lot of the old veterans forget what that experience is like and just assume a new player will "enjoy" grinding out in a sidewinder until they miraculously acquire enough funding for a Cobra. thing is the cobra is alright sure but it is boring and ugly as many of the ships imported from the old Elite from 1984 are. you will quickly skip it to try out the Asp Explorer (another ugly one) or others before running into the first big wall forcing you to slow down and learn how the game works. the ships after the Asp get really really expensive.
the game offers steps and it is important to have a goal and work towards it but dont forget the steps along the way. the hauler having only a single weapon mount is clearly less ideal for combat but many veteran players still use it as a personal taxi when they cant be bothered to mess with Apex. this is actually really amazing because if you unlock the first engineer, Felicity, and upgrade the warp core and reduce the weight of your sensors you can retain amazing jump range an SRV bay and some cargo space and AFMUs to go seek out some of the more interesting locations around the bubble without having to go too far out out your way or budget.
if you feel inspired by combat. then it is Sidewinder > Eagle (Maneuverability) or Viper (Speed) > then... Cobra (Generalist Multi-role) Diamondback Scout (Stealth/Smuggling) Vulture (Maneuver / Damage)... as you can see there is a lot of overlap as you progress and the different offerings try and tease out nuance.
you could also just telipresence into the Anti-xeno warfare as a ride along and net hundreds of millions in credits and just skip all of this and give yourself an Anaconda only two hours into your journey in the game and now have the best ship in the game without understanding even why it is the best or how to use it or afford the rebuy when you inevitably get yours blown up... but yeah min maxing speed runs to end game are the trend nowadays.
Starting out in a big ship is not a good idea.
(they are slow and can be ridiculously expensive)
Flew the sidey for a long time, then got an eagle & then viper3 for combat.
After that i got an adder for some cargo/courier missions and lastly i got the T6.
-the T6 got me my first millions and then i could move on to bigger ships.
(only at this time did i get a cobra3 =)
You can of course do whatever you want, it's just that the small ships are more fun and cheaper to learn to fly in. -i still use my original sidewinder now upgraded to an uberwinder.
TLDR;
Learning aerobatics, weapons, module priorities and power management is easier in small ships.