(Draiv Solregard's Exploration guide is subject to change, based on updated information, new information, expansions, and the apocalypse. If you notice any errors in this guide, wait for your booster side effects to subside. If the error is still there let me know and I'll look into it.)
Modules
These will be the tools which will help give
you the best advantage for success and survivability.
While I had considered laying down set fits I realized
that I would then have to do that for each ship due to the different fitting
requirements that each ship has. So
instead I am going to outline modules and rigs which I recommend.
Implants:
Implants raise your attributes and enhance your abilities. There are only 10 slots for implants and implants can only be plugged into specific slots. Implants also come in various tiers where the lower/cheaper ones give small gains and provide bigger bonuses the further up the tier you go. Following is just the general name of the implant you will want to get, but make sure you have the required Cybernetics level trained before you try plugging the implant in.
- Implant Slot 2: Memory Augmentation - This will raise your Memory attribute which will reduce skill training time.
- Implant Slot 4: Cybernetic Subprocessor - This will raise your Intelligence attribute which will reduce skill training time.
- Implant Slot 6: Poteque "Prospector' Astrometric Pinpointing - This reduces your maximum scan deviation.
- Implant Slot 7: Poteque "Prospector' Astrometric Acquisition - This reduces your scanning time.
- Implant Slot 8: Poteque "Prospector' Astrometric Rangefinding - This increases your scanning strength.
Rigs:
You will fit two rigs which will help raise your
hacking success chances.
·
Small Emission Scope Sharpener I - This will
raise your virus coherence with relic analyzers by 10.
·
Small Memetic Algorithm Bank I - This will raise
your virus coherence with data analyzers by 10.
High:
These modules will always be the same no matter
what ship you use. One launcher and one
cloak should be the only things in your high slots.
·
Core Probe Launcher I - This is the cheapest
option and the easiest to fit. But it
gives you no bonuses and is really only useful as far as being able to launch
probes.
·
Core Probe Launcher II - I find this to be the
best option when balancing cost with bonuses.
But it requires a training investment, you need Astrometrics V to be
able to fit this module. However when
taking risks and you get blown up, having this fit hurts a whole lot less than
using a Sisters.
·
Sisters Core Probe Launcher - By stats alone
this will be the best launcher around.
It gives you a 10% bonus to probe scan strength while also only needing
Astrometrics I to fit. It is very costly
though and should only be used if you're very good at not dying.
·
Prototype Cloaking Device I - You will fit this
on your scanning frigate so you may remain hidden after you've launched
probes. You may not warp while this is
active but you normally shouldn't need too.
·
Covert Ops Cloaking Device II - If you do not
fit one of these on your Covert Ops ship, you need to hang your head in
shame. This module will be your saving
grace and lifeblood, especially in low and null security space. It allows you to warp cloaked and move your
ship around at base speed instead of -90% of your base speed.
·
Sisters Core Scanner Probe - This will be the
probes you use because they are all around better than anything else. You can use regular Core Scanner Probes, but
you should grab these as soon as possible.
Mid:
These modules will be your hacking and propulsion
modules and if you have an extra mid you can also fit a scanning upgrade.
·
Limited 1MN Microwarpdrive I - Hackable
containers can sometimes be very far away and when you have to slow boat 50 km
to the next container while watching d-scan to see if someone is going to come
and kill you is stressful, so less time spent in the site, the better. You could fit an afterburner but it still
doesn't provide the speed you need. This
is also where my rating on the best Covert Ops ship comes into play, because
the last two have 5 less powergrid, this means you can't fit a microwarpdrive
and all the other modules.
·
Data Analyzer I & II - These are the money
makers right here. You will use the Tech
1 until you get trained up after which you will ONLY ever use the Tech 2
version. The reason for this is with
your skills at IV and when you use an Analyzer it will have 80 virus coherence
and 20 virus strength. When you hit V,
things magnify to 110 virus coherence and 30 virus strength. When used with a Covert Ops you will have 40
virus strength which will allow you to reduce most of the attacks you make on
defensive nodes by 1. Thus your virus
will take less damage, look at the hacking section of this guide to catch a better
understanding of why this is important.
·
Relic Analyzer I & II - Same explanation as
Data Analyzers.
·
PL-0 Shipment Probe - This will allow you to see
inside a container before you hack it.
If you think you don't need to know what's in a container before you
hack it, think again. Being able to see
what loot is going to spew forth will allow you to make good judgment calls on
which mini-containers you need to grab when they are spewed forth into space. This also does the same thing as the Tech 2
version but is ridiculously cheaper.
·
Scan Pinpointing Array I & II - While not
essential, but if you happen to like a ship with 5 mid slots, then you will
want this scanning upgrade. The reason
for this is that your scanning skills should be pretty decent where you normally
don't need more strength and you're not hunting ships so faster scan time is
pretty useless. This module will affect
the margin of error in where the signature shows up and how far you need to
move your probes after you re-scan. This
will actually allow you to spend less time scanning.
Low:
The modules fit in these slots are for
maneuverability. When you need to change
direction while chasing mini-containers
these modules will allow you to grab that 1 or 2 extra mini-containers.
·
Local Hull Conversion Nanofiber Structure I -
This module increases velocity and allows your ship to maneuver more quickly. Both of which are essential in the explorer's
life. While you can use the tech 2
version the difference in the velocity increase is negligible, plus they are
more expensive.
·
Micro Auxiliary Power Core I - This module uses
CPU and gives you power which is needed when fitting propulsion modules. This really only needs to be fitted if you
can't fit a microwarpdrive e.g. if you fly the Buzzard or Cheetah. You can skip this and use an afterburner for
the lower powergrid cost but I'm pretty sure that after the first few sites the
lack of speed will drive you crazy.
·
Warp Core Stabilizer I - NEVER fit these if you are planning on doing some actual
exploring. While the appeal of being
able to break free of someone's warp disruption is nice, the truth is that you
shouldn't ever be in a situation where they can lock you. While the stabilizer gives you +1 warp core
strength it greatly reduces your locking distance and your scan resolution
(locking time). "Why should I care
about that, when I'm provided the extra security of the stabilizer?" you
may ask, the reason being is that pirates have adapted. Since they know what they are hunting (a
scavenger aka "explorer") and
from past experience most explorers have fit warp core stabilizers. Pirates will now have 2 or 3 warp disruption
modules when they try to kill you and no amount of stabilizers will save you
from that. So in reality you will be
impeding your progress by fitting these.
Let me throw a scenario out
there. You scan down a site in low
security space and the system is kind of active. The site contains 4 hackable objects and are
25km from each other while also being at most 60km from the warpin. You now have a ship fit with warp core
stabilizers and one without.
A. Without Stabilizers - You warp to the site,
lock all 4 objects, scan all 4 objects in order 1, 2, 3, 4, and container 3 has
the most value so you choose to run that one first. On your way to the next container a pirate
uncloaks and starts locking you, because of your increased agility from the
nanofibers you have a greater chance to align and warp out before he can gain a
positive lock.
B. With Stabilizers - You warp to the site, but
because the stabilizers reduce your scan range you have to fly to each one
separately to scan it, but the stabilizers also lowered your scan resolution so
now it takes you ten times as long to lock the container, you then have to fly
to the next container to repeat the process.
This will take awhile after which you have to return to the one with the
most value. (Container 3 in this
example, which is the third one you checked.)
While hacking a pirate uncloaks and begins locking you, you immediately
align out, but your agility is slower since you lack the nanofibers and the
pirate gains a lock. No worries, you
have stabilizers, except the pirate figured you would and is using 3 warp
scramblers, the end result being pretty fireworks.
Roughly the same amount of time would have passed in both
scenarios, one of them will cause you to spend more time in a site allowing
people to find out you're there and warp to the site before you've even had a
chance to find out what's in all the containers. While you are free to fit the way you want I highly recommend
not fitting warp core stabilizers. If you think I'm saying this just because I'm a pirate, you
are sadly mistaken. It's because I'm a pirate I'm telling you not to, because when I
hunt explorers I use 2 J5b Phased Prototype Warp Scrambler I's with a strength
of 4 warp core disruption with both scramblers running, the most strength you
can give yourself on a covert ops is +3; 4 is greater than 3 so I will always
keep you from warping away once I gain a positive lock. So keep
fitting those stabs if you think you'll be safer.