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FRONTIER HELP - SHIPS, AND HOW TO EQUIP THEM


1. Your First Ship
2. the Cobra
3. the Asp Explorer
4. the Imperial Courier
5. the Imperial Trader
6. the Panther Clipper


Different ships are suited to different tasks, but some are better than others, and this is a guide to what, in my opinion, are the best ships in the game. Obviously, people will have their own preferences, and these preferences may not agree with mine, but, whether they're the best or not, the ships I have chosen are definitely suitable for the tasks they should be used for.


Your First Ship

This depends on where you start. In Ross 154, your starting ship is an Eagle Long Range Fighter. This should be equipped as follows:
- Autopilot
- 1MW pulse laser
- Atmospheric Shielding

Note that Missiles and Scanners are not included in this list, although they are included with the ship. You should sell the missiles at the Sirocco Station, although scanners are a matter of personal preference.

In the Lave System, you should sell your starting ship, and equip it as follows:
- Autopilot
- 1MW beam laser
- Cargo Bay Life Support

The Cargo Bay Life Support isn't needed until you reach the Riedquat system, so if you want you can wait until you get there before you buy it.

In the Sol System, you start off with a strange set of equipment - you should change it as follows:
- Autopilot
- Class 1 Hyperdrive
- 1 or 2 Homing Missiles
- Atmospheric Shielding

Note that the 1MW beamer has been removed. You are unlikely to be attacked on the Sol - Barnards Star run, so the homing missiles should be sufficient to see off any lone pirate that might attack.


the Cobra

When you start to make money and outgrow your old ship, it's time to invest in something a little bigger. The Cobra (either variant, but preferably the Cobra - III) is the ideal ship - you'll be able to afford it, and it also has good manouverability and a reasonable amount of cargo space. If you're buying the cobra as a second ship, to make money, it should be equipped as follows:
- Autopilot
- Class 2 Hyperdrive
- 1MW Beam Laser
- Atmospheric Shielding (if you plan to land on planets with an atmosphere)
- Cargo Bay Life Support (if you plan to carry Live Animals or Slaves)
- Naval ECM
- 1 shield generator
- Radar Mapper

You might also want a Cobra (this time a Cobra - I) if you're working for the military, as when you have a class 3 military drive fitted it's one of the fastest ships in space, while still having enough space for plenty of fuel and equipment. If this is your reason for having a Cobra, equip it like this:
- Autopilot
- Class 3 Military Hyperdrive
- 1MW Beam Laser
- Atmospheric Shielding (if the place you're photographing has an atmosphere)
- Naval ECM
- 1 shield generator
- Radar Mapper
- Laser Cooling Boosters


the Asp Explorer

When you've outgrown your Cobra - III and want something bigger to trade in, you'll want to try the Asp Explorer. It's a 2-man craft, and can carry bigger guns, more equipment, and much more cargo. You should equip it as follows:
- Autopilot
- Class 3 Hyperdrive
- 4MW Beam Laser
- Atmospheric Shielding
- Cargo Bay Life Support
- Naval ECM
- 2 shield generators
- Radar Mapper
- Laser Cooling Boosters
- Passenger cabins (if you intend to carry passengers)


the Imperial Courier

The Imperial Courier is a step up from the Asp, and with this you can finally start trading seriously large amounts of goods. You don't need to skimp on the equipment, as there is plenty of room for everything.
- Autopilot
- Class 5 Hyperdrive
- 4MW Beam Laser
- Atmospheric Shielding
- Cargo Bay Life Support
- ECM
- Naval ECM
- 6 shield generators
- Radar Mapper
- Laser Cooling Boosters
- Passenger cabins
- Energy Bomb
- Auto Refueller
- Scanner
- Hyper-Space Cloud Analyser
- Energy Booster Unit


the Imperial Trader

This is all you need in a ship - big enough to carry pretty much anything you want it to, and more besides. Unfortunately, it is pretty slow and unmanouverable, but that is a price most people are willing to pay.
- Autopilot
- Class 6 Hyperdrive
- 20MW Beam Laser
- Atmospheric Shielding
- Cargo Bay Life Support
- ECM
- Naval ECM
- 12 shield generators
- Radar Mapper
- Laser Cooling Boosters
- Passenger cabins
- Energy Bomb
- Auto Refueller
- Scanner
- Hyper-Space Cloud Analyser
- Energy Booster Unit
- Hull Auto-Repairer


the Panther Clipper

The biggest ship in the game, capable of carrying the biggest weapons, the most equipment, and an enormous cargo. Don't be tempted by the lure of the Large Plasma Accelerator though - a Small one can still destroy anything if you hit it for only a quarter of a second, and the vast majoriity of targets need only a glancing hit.
- Autopilot
- Class 8 Hyperdrive
- Small Plasma Accelerator (front)
- 2 20MW beam lasers (top and bottom turrets)
- 4MW beam laser (rear)
- Atmospheric Shielding
- Cargo Bay Life Support
- ECM
- Naval ECM
- 24 shield generators
- Radar Mapper
- Laser Cooling Boosters
- Passenger cabins
- Energy Bomb
- Auto Refueller
- Scanner
- Hyper-Space Cloud Analyser
- Energy Booster Unit
- Hull Auto-Repairer


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