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Anvil Terrapin


VoA

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The second Q&A helped me decide to keep mine for now.  I still have a contingency to CCU it to something else though if it doesn't look that good.  I wish they had emphasized the data gathering part earlier so someone could have asked how it's gameplay differs from the Herald's gameplay.  I get the feeling they will be closer that Terrapin/DUR.  Hopefully, we'll get some sort of writeup on data gathering play when the Herald hits live.  I don't think the gameplay will be there, but a description would be good.

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On 8/25/2016 at 6:24 PM, VoA said:

Early versions from the Vault

 

Those concepts looked way better, but  there is still no way anyone is going to justify $200 for this thing. @225 you could get a Constellation Andromeda or @150 you could get a modular Retaliator Base and have a multi-crew ship that offers far more potential.

On 8/25/2016 at 0:58 AM, Taldren said:

Original Concept [here]:

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Aegis Terrapin: A literal tough nut to crack, the Terrapin is the most heavily armored of the base-priced spacecraft on the market. Originally designed for long-range survey missions in dangerous star systems, the Terrapin’s design philosophy involves wrapping the ship in additional layers of armor and reserving a significant amount of engine power to host the largest shield generator in its class. Terrapins are popular among private miners, with an equipment mount and a small storage hold that can be converted for valuable minerals.

New Concept [here]:

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Anvil Terrapin: From a game design perspective, we view the new Terrapin as the first bespoke explorer ship. Much like the Prospector is the initial dedicated mining ship, the Terrapin will be a starting point for anyone pursuing a purely exploratory career. As noted above, the ‘tank-like’ nature of the ship should allow it to be flown by drivers who are more interested in staying alive to reach new worlds rather than engaging in aerodynamic dogfights.

Brochure: [here]

Sale stats:

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Focus: Exploration

Description:  Presenting the Anvil Aerospace U4A-3 Terrapin-class Scanning/Exploration Ship. The Terrapin was developed near the end of the 28th century to serve as the first ship in the Empire’s defensive restructuring of the Navy. The Terrapin’s watchword is protection, with extensive shield systems and armor layers designed to provide the maximum possible defense for pilot and crew. While it lacks the maneuverability of a dedicated fighter, it does maintain an advanced, hard-hitting array of weapons intended to keep the most fearsome Vanduul raider at bay.

Length: 19.5m

Beam: 14.5m

Height: 6.00m

Null-cargo mass: 30,000.00 Kg

Max crew: 2

Max power plant size: 2

Max engine (primary thruster): 2x TR3

Maneuvering thrusters: 8x TR1

Max shield: 2

Unmanned Turret: 1x S4 (Gimbal Twin-linked S2 ) 

Unmanned Utility Turret: 1x S5

Original sale: [here]

  Reveal hidden contents

 

Anvil_Terrapin_Piece_03_Surveilance_v3.jpg

ANVIL TERRAPIN - LTI- Standalone Ship

$195.00 USD

IN STOCKMORE INFOBUY NOW

 

Q&A Part 1: [here]

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Is the Terrapin modular in any way? Can the center seat be removed to make room for cargo or other modules? See question below about cargo.

No, the Terrapin’s Scanning station is plugged directly into the upper and lower utility mounts and provides the operational heart of the ship. As a military hardened exploration and reconnaissance ship, its role is firmly in data gathering.

What type of signature can we expect the Terrapin to give off?

A medium-sized component has the potential to create a large signature for a small ship. In making it heavily armored, the ship just doesn’t have the capacity to vent its heat as efficiently as pilots would want. The revolutionary retracting armor allows the panels to lift apart, weakening the ship but improving venting, allowing players to effectively ‘come up for air’.

Does it have an ejection seat for the pilot and/or a crew escape pod?

No, the pilot and optional crewman escape through the side door. Ejection seats tend to require a ‘soft spot’ to launch out of. While many other small fighters can perhaps blow the canopy, ships like the Terrapin were designed to not compromise the hull integrity by making an ejection seat egress point.

How does the Terrapin compare to the Freelancer DUR?

The Terrapin is tough as boots. It’s designed to be able to handle any eventuality in the dark unknown of space. From a military perspective it’s also extremely usable as a recon ship. Able to survey fleet movements and sustain a lot of direct fire if discovered, the Terrapin’s secondary use is a way to insert or rescue people from combat zones is also highly appealing.

What will the travel range be like on a Terrapin?

Very long. The Terrapin packs much bigger Hydrogen and Quantum Fuel tanks to increase its operational range. It’s designed to stay out in the verse for as long as possible.

Can the Terrapin as envisioned in the concept sale, carry any cargo? If so, how much (in SCU)?

No, there is no ‘official’ cargo capacity for the Terrapin.
I will say, though, that players can put down cargo wherever they choose, allowing salvage to be dropped in the rear if they can find the space for it, but that loose cargo and salvage will not be as safe and those inside dedicated cargo holds on other ships. Transporting loose cargo is done at a pilot’s own risk and is not recommended.

How maneuverable are you planning this ship to be in space and atmosphere?

The Terrapin is solid, heavy, and therefore somewhat slow to accelerate. Turning takes time in both space and atmosphere. In combat scenarios, Terrapin pilots are encouraged to focus on escape techniques other than simply running, relying on the ship’s defensive capabilities rather than trying to outmaneuver their opponent. Ultimately though, advanced threat detection and avoidance is the preferred strategy for most capable Terrapin drivers, due to its superior scanning capabilities. In storms and bad flying conditions planetside, where increased maneuverability is needed to break for orbit, pilots may wish to just lock the ship down and ride it out.

Does the Terrapin have any docking abilities with other ships or stations?

No, there are no docking rings on the Terrapin. Pilots wanting to dock will need to land and travel on foot through the boarding ramp.

Does the Terrapin have a bed?

Yes, for long-range missions, the pilot could potentially be spending days, if not weeks and months, out of port. In fact, you can even see it in the far corner of the cutaway image.

What do you envision will attach to the utility hardpoints beyond scanning devices? Mining lasers? Salvage claw? Additional weapons?

The utility mount fits equipment, rather than anything offensive, something we’re going to be seeing more of as further support and non-combat ships are revealed. The Terrapin’s Radar Dish and Scanning Array will enhance the range and capabilities of the installed Radar and Scanner, making it far more capable than one without but as utility gear is revealed, the usefulness of an armored utility platform like the Terrapin will grow.

Q&A Part 2: [here]

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What do you envision Anvil Terrapin gameplay to be like?

The Terrapin was designed first and foremost for the UEE Military to provide overwatch, long-endurance picket, and reconnaissance capabilities to the fleet, as well as extend the Navy’s ability to provide a patrol presence to border systems that couldn’t be allocated capital ships or large fighter garrisons for defense. These capabilities lend themselves to civilian use as an explorer, particularly where a private operator principally gathers and sells information, point of interest data, risky deep scans of hostile environments, and survey data for a living, as opposed to collecting tangibles for sale. The Terrapin’s long endurance, advanced sensor suite, and range play to this aspect of exploration, whereas other explorers like the Freelancer DUR sometimes focus more on collecting trinkets, incidental salvage, and other physical items to supplement their exploration runs. While purpose built for recon, overwatch, and picket duty, the military makes good use of whatever is available, so the Terrapin’s supplemental military roles as an S&R ship or makeshift troop transport arose as a matter of need, in situations where the tried-and-true Argo wasn’t sufficiently robust for service under fire.

While the utility mounts are specced and rated primarily for sensors and scanners, we’re exploring the possibility of other options for those mounts. Current ideas include some command, control, and communications equipment that would allow the Terrapin to take particular advantage of its optional two-man crew to help oversee and direct group fighter combat without being as vulnerable as a traditional AWACS. A present day analog might be support or scout helicopters that some armies use in conjunction with helo gunships.

In terms of detection, we’ve noted some backers asking whether the Terrapin can do its job and keep tabs on enemies from a distance, even though in operation it might have a large signature. It’s worth noting that you can affect your craft’s signature by choosing which systems to power up or down. Almost every ship will have a larger signature when its power plant and shield generator are running hot; the Terrapin may have the signature of a larger ship when its shields are up, but not so much when the shields are down and the power plant dialed back – a common occurrence when the Terrapin and its crew are “listening” as opposed to fighting. This is an aspect of our intended stealth and signature gameplay in general, but the Terrapin’s capabilities bring this into very sharp relief. It’s easy to forget when you’re playing Arena Commander, where combat is direct and you have all of your systems pouring energy into weapons and shields and building up active heat all of the time.

In short, when a Terrapin crew is “stalking” or “shadowing” enemy movement, not only would a good crew attenuate the ship’s energy signature, the Terrapin’s sensors have a pretty good shot at picking up a small signature farther away than an actively hunting fighter would be able to detect a savvy Terrapin. And while the Terrapin’s shields might be down, its heavy armor makes it much more resilient to harm if surprised than a lighter ship would be in the same situation. The Terrapin may not have been “designed” as a stealth ship, but these principles really apply to this ship. They’ll help you realize the Terrapin’s full potential.

In part 1 it mentioned that the Terrapin was better off running from a battle than it is standing its ground in a dogfight. Can you explain in more detail what this means?

The Terrapin is designed for military long-endurance recon. It’s an intelligence ship; its best defense is, in fact, intelligence. The general idea is to see the enemy before they see you, and manage your position or make use of environmental hazards or features to keep them from finding you. If you learn the signature and shadowing game well, you should find that slower acceleration isn’t much of a problem, especially when you know where they are, but they don’t know where you are.

In a dogfight, the Terrapin has a lot of endurance, but it’s not the equal of a fighter in most direct combat situations. Fighters are purpose-built – you generally wouldn’t want to tangle with them at their own game. The Terrapin is the intel ship; the idea is not to fight against fighters directly. From a military perspective, when it comes to enemy fighters, the Terrapin’s job is most likely to detect them, anticipate where they’re going, and bring down the rain on them by calling in friendlies designed to tackle them.

What does “high-grade” mean in regards to the Terrapin’s shields?

The Terrapin’s shields are oversized; it’s a small ship, but it carries the kind of shield generator you’d expect on a much larger class of ship, like a Freelancer or Constellation, for example. Of course, an oversized shield generator has oversized power requirements and signature, which is one of the reasons why the Terrapin is also so heavily armored for all the operational reasons indicated above. Ideally, you don’t allow yourself to get caught by the enemy in a Terrapin, but when the jig is up and you’re spotted, your thick shell will buy you time you wouldn’t have in a lighter ship.

What can we expect the loadout/weaponry of the Anvil Terrapin to be?

As designed in the concept, the Terrapin’s only definite weaponry is the chin turret capable of mounting two size 2 guns. The Size 5 hardpoint for the remote turret was calculated using the older hardpoint sizing profiles, where a Size 5 hardpoint could mount a turret mechanism and two Size 2 guns (1 for the turret/gimbal and 2 each per size 2 gun). The original Terrapin template comes from a long time ago back when we were brainstorming the new starter candidates, so it missed the hardpoint sizing update. We will need to revise the stats to reflect the true size of a hardpoint set for a twin-size 2 gun turret, which will result in a smaller hardpoint. Under the current sizing scheme, there’s just no way to fit a Size 5 hardpoint on the chin of the Terrapin.

That typo aside, we are not declaring that this by itself necessarily reaches the “hard-hitting array” of weaponry we envision for this ship. We also want to find a way to give it weapons that are both appropriate to the ship’s mission and yet different from the general flavor you’d expect from fighters. Bear in mind that for a ship with a big power plant, a few small guns can be more hard-hitting than they would appear, due to the abundance of juice available. As we continue to tinker with this ship’s concept, we will keep you apprised of what we come up with. As the Terrapin’s mission profile emphasizes defense and SAR potential, we might for example, look into weapons that allow suppressive fire, point defense, or disruption (you may not want to risk blowing up the people you’re trying to rescue), or other options that would really emphasize what the Terrapin is about, but at the moment we’re still considering the possibilities.

Can you please elaborate on the different exploration mechanics the Anvil Terrapin will excel at?

Exploration involves a number of different possible activities, not all of which involve taking material things home. True to its original design as an intel and recon ship, the Terrapin is more concerned with finding, cataloging, and reporting critical information and discovering points of interest than it is about taking home incidental salvage, trinkets, or loose resources. The Terrapin’s great emphasis on scanning and detection – including the dedicated utility hardpoints for doubling down on extra scanning capacity – make it ideal for exploring and data processing larger volumes of space more efficiently than even many of its small-explorer contemporaries. It may not be able to bring back many souvenirs, but the real point behind the Terrapin is to locate valuable things for friends. When you bring the Terrapin home, you can sell the information to other parties or call in friends, guilds, or NPC interests to exploit the resources you’ve found for them – or you can keep the secret to yourself and come back with a ship designed or outfitted specifically to take advantage of whatever it was you found out there. This echoes its military role – why tussle with the enemy, when your real strength is calling in the full weight of the fleet you have behind you on your hapless foe?

An Explorer ship would be expected to at least bring back a few samples, why doesn’t the Terrapin have at least that?

Finding samples on trips, recovering some salvage, that’s all something that can be placed inside the Terrapin and brought back for the eggheads to study or someone to make a buck on the black-markets of GrimHex, but the Terrapin’s focus is on data collection, worth its SCU weight in gold. Selling the mining spot on a virgin world or finding the location of the most wanted pirate lord in 3 systems is what the Terrapin pilots are all about, and those are the paydays they are chasing. If bringing back cargo and salvage from these trips is something you’re more interested in, as I talked about the scale of explorers, it may be that buyers want a ship more suited towards that, but there will be a payoff of more cargo space meaning the ship loses scanning and radar abilities as a result.

The design post mentions the possibility of using the Terrapin as a drop ship/rescue boat in heavy combat situations. Without seats/straps to hold any additional passengers down, how do you see this working?

There are different degrees of customizability in different ships. For example, the Retaliator has modular spaces that it usually uses as bomb bays, the Vanguard has a drop-in, drop-out crew/escape module, and the Cutlass has an interior with hardpoints that can accept different types of equipment. While the Terrapin’s interior isn’t modular, we may find a way to play with the interior and allow for the installation of a few jump seats. Remember that the Terrapin wasn’t specifically designed for this role, but the military found it useful for the situation regardless, even considering it wasn’t part of the original mission profile.

Can we expect to see any variants of the Terrapin released at a later date?

None are currently planned. There is potential for it depending especially on what we find we can accomplish in design with regard to utility mounts.

Can the Terrapin go into “silent mode” while scanning? (Like when only manned with one person and that person is in the main room-chair for scanning and data evaluation?

Yes; see previous answer. Managing silent running is something you’ll want to master in order to get the most out of your Terrapin.

The Terrapin is able to accommodate a crew of two, why is there only one bed?

It’s a small, military ship. The UEE design brief didn’t include lavish creature comforts, and as a picket ship, the military expects at least one crew member to be awake and on duty at all times. How much good is a picket if the whole crew is asleep? Civilian operators might think differently, because they may be using their Terrapins as explorers, but Anvil designed the ship for military use.

The Terrapin mentioned its role is firmly in data gathering. What type of data? Asteroids? Planets? Rare minerals? Other ships?

As above; see existing answer. Information, points of interest, recon, enemy positional info, and whatever resources out there that the sensors and scanners can catalog and report on.

Will it be as maneuverable as the Gladiator?

The Gladiator is tough but it’s still designed to dodge fire. The Terrapin is designed to bull through it instead.

The Terrapin was one of the reasons the UEE military approached Anvil to design the Hornet and the Gladiator. The Terrapin was pretty much the toughest small ship the military had ever seen, and as the Terrapin proved itself in operation, the UEE eventually asked Anvil if it was possible to design a dedicated strike craft with some of that incredible durability. Naturally some of that toughness had to be traded for improved speed and agility, since the Hornet and Gladiator were expected to be able to hold their own in a dogfight and couldn’t fit the Terrapin’s oversized shield generator and powerplant while doing so, but they’re still some of the toughest, most durable fighters in service. Don’t be too miffed if the Terrapin isn’t as fast or agile as a Gladiator, though. If you’re comparing nearly any other ship type to fighters or dive bombers specifically in terms of speed and agility, they’re going to tend to come out behind

 

@VoA could you please update the original post with this information.

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The older version has this Elite-style look to it, looks like it could take a beating... but idk it looks too clean, in other words, with the final concept you can see the staggered placement of the armor plates, giving it this tanky look.

The older version looks like more like an exploration ship with the antennas at the front like the Carrack.

14 minutes ago, Taldren said:

but  there is still no way anyone is going to justify $200 for this thing. @225 you could get a Constellation Andromeda or @150 you could get a modular Retaliator Base and have a multi-crew ship that offers far more potentia

For $250(?) you could get a Redeemer, which supposedly has a frightening amount of firepower compared to the Terrapin.  Imo if they did the following, it would definitely be worth $200 if not more:

- Made the equipment mount compatible with salvage and mining tools

- Made a semi-modular interior so that you can swap the central room for medical, dropship or cargo hold modules.

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It's shorter than the avenger. With fixed dishes above and below.  there would be very little room so much so it has zero cargo. Which rules out cargo/salvaging/mining. 

They odd thing is always run from battle which is odd because it has a slow speed.

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1 minute ago, Tom Villder said:

The older version has this Elite-style look to it, looks like it could take a beating... but idk it looks too clean, in other words, with the final concept you can see the staggered placement of the armor plates, giving it this tanky look.

The older version looks like an exploration ship with the antennas at the front like the Carrack.

imo if they did the following, it would definitely be worth $200 if not more:

- Made the equipment mount compatible with salvage and mining tools

- Made a semi-modular interior so that you can swap the central room for medical, dropship or cargo hold modules.

They need to make up their mind on WTF they are doing. They have "Variants" (See Hornet, Freelancer, Constellation), "BUK" (See Vanguard), and "Modules" (See Retaliator) systems now. 

IMO: All ships should be made modular and variants should go away. I should be able to apply a Super Hornet, Tracker, Ghost kit to any hornet and be able to mix and match (like if I wanted a 2 seat tracker). The BUK's should just be Modules and predefined equipment together in a bundle that could also be mixed and matched.

Even most modules could be consolidated into one by using the item port system such that you could place a medical bay or jump seat within a module. So unless it is a very specialized module, you could use the same module for cargo, medical, transport, ect.

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1 hour ago, Taldren said:

They need to make up their mind on WTF they are doing. They have "Variants" (See Hornet, Freelancer, Constellation), "BUK" (See Vanguard), and "Modules" (See Retaliator) systems now. 

IMO: All ships should be made modular and variants should go away. I should be able to apply a Super Hornet, Tracker, Ghost kit to any hornet and be able to mix and match (like if I wanted a 2 seat tracker). The BUK's should just be Modules and predefined equipment together in a bundle that could also be mixed and matched.

Even most modules could be consolidated into one by using the item port system such that you could place a medical bay or jump seat within a module. So unless it is a very specialized module, you could use the same module for cargo, medical, transport, ect.

The sentinels are basically modules.  The difference is the middle piece.  Variants make sense with ships that you can't switch things out easily like the ghost's armor or a rio seat. I think that they are on the way to standardize things pretty well.  Feel free to call me a fanboy. 

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@Squirrel I think the intention is for the Terrapin to act as a scout kind of data gathering, with the sensor package keyed towards having advanced systems capable of detecting enemy activity from a greater distance.

Conversely the Herald is designed to act as an information transmitter/receiver, intercepting data packets and possibly hacking enemy systems or acting as a courier.

Terrapin: http://whatis.techtarget.com/definition/ELINT-electronic-intelligence

Herald: http://whatis.techtarget.com/definition/COMINT-communications-intelligence

 

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1 hour ago, Cincinnatus said:

The sentinels are basically modules.  The difference is the middle piece.  Variants make sense with ships that you can't switch things out easily like the ghost's armor or a rio seat. I think that they are on the way to standardize things pretty well.  Feel free to call me a fanboy. 

The ghosts armor can be applied to any hornet as Armor is going to be a item port on every ship. Both the Ghost and Tracker are basically normal hornets with pre-configured items. The Super Hornet is the only true variant as it has a hull difference with the 2 seats, but that could easily be made a module that fits onto a hornet eliminating all variants of the hornet all together.

The only difference between the Freelancer variants are the rear cargo hull, which again could be made modular. The engines of the Max were said to be available to all Freelancers. The DUR has an extra sensor item port on the cockpit. You should be able to use the Cockpit of a DUR, Cargo of the MIS, and Engines of the MAX if you wanted too.

The already said they are making the Constellation's modular. the Aquila will basically have the Cockpit Module on the Andromeda base.

But you get the idea ... having separate variant systems is silly. They should consolidate it down to a single system. Make everything modular and then sell pre-packaged "kits" of equipment and modules to replace variants.

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After reading both of the Q&As I do not see a reason to keep the Terrapin.  I purchased mine with the Exploration pack for $110 actual and it is worth $195 in RSI credits, I might as well keep it and CCU to a larger ship for a small fee and appreciate the discount that RSI has given me.  Unless they figure out what they want to do with the ship with regard to modules or available options this ship is doomed to be a one trick pony.

ZNC

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15 minutes ago, Zero Null Cero said:

After reading both of the Q&As I do not see a reason to keep the Terrapin.  I purchased mine with the Exploration pack for $110 actual and it is worth $195 in RSI credits, I might as well keep it and CCU to a larger ship for a small fee and appreciate the discount that RSI has given me.  Unless they figure out what they want to do with the ship with regard to modules or available options this ship is doomed to be a one trick pony.

ZNC

You should CCU that "Turd-pin" to a Caterpillar before it (Cat) goes up in price. Now that's a worthy ship... let's say it together... "C.A.T.E.R.P.I.L.L.A.R"

And for only $50 bucks more you get so much more ship.

Aj

 

p.s. just having some fun....

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45 minutes ago, Taldren said:

The ghosts armor can be applied to any hornet as Armor is going to be a item port on every ship. Both the Ghost and Tracker are basically normal hornets with pre-configured items. The Super Hornet is the only true variant as it has a hull difference with the 2 seats, but that could easily be made a module that fits onto a hornet eliminating all variants of the hornet all together.

The only difference between the Freelancer variants are the rear cargo hull, which again could be made modular. The engines of the Max were said to be available to all Freelancers. The DUR has an extra sensor item port on the cockpit. You should be able to use the Cockpit of a DUR, Cargo of the MIS, and Engines of the MAX if you wanted too.

The already said they are making the Constellation's modular. the Aquila will basically have the Cockpit Module on the Andromeda base.

But you get the idea ... having separate variant systems is silly. They should consolidate it down to a single system. Make everything modular and then sell pre-packaged "kits" of equipment and modules to replace variants.

I would say that armor should not be fully portable especially stealth armor. You should be able to get most of the use though.  I agree that they should variant everything as much as possible.  I think that for the most that they will be sorted out when they get components 2.0 fully in game.  Feel free to PM if you want to chat more about this or throw in on another thread. I don't want to hijack this thread. 

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5 hours ago, Taldren said:

They should consolidate it down to a single system. Make everything modular and then sell pre-packaged "kits" of equipment and modules to replace variants.

I have a feeling that they'll do something like the swappable Vanguard/Endeavor modules sometime down the road, once all the main ships have gone through a design pass like the Connie and Freelancer.  It would eliminate a lot of confusion regarding melting, upgrades and CCUs.

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I can't wait to see the variants for this ship.  What would really make me buy this is a stealth sleeper cannon build.  I'm thinking it's too slow for a fighter build but has enough of a power plant to make it into a laser tank that can pop out of a low em mode and just blast a single target before it could feasibly engage.  Who knows though, very interested in seeing where they take this ship!

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4 hours ago, Tillion said:

I can't wait to see the variants for this ship.  

I bet it would do well as an info-runner, being a bit more tanky(?) than the Herald... with speed obviously being the trade-off.

Also, I'd be very happy to see a mining/salvage variant with the 2nd seat removed.  I'd CCU to those instantly.

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  • 1 month later...

Vale Sure Scans is one of the premier scanning operations in the Horus System, and the latest independent operator to join the Shubin family. Formed by childhood best friends Alicia Sanders and Gerald Bley, the company has been a fixture in the Horus System for the past eight years. Recently, their finely tuned Terrapin found the Pharoah’s lode located within the center of Horus Belt Alpha. Now, Shubin Interstellar is excited to put Vale’s expertise to work in Horus Belt Beta. If you happen to find yourself in system, comm the fine folks at Vale Sure Scans and welcome them into the fold.

 

The latest mining rocks RSI post gave the Terrapin a bonus! It seems that all of that defense would be good for flying around in steroid fields....

 

Will it be the best ship for searching for ores with an orion following it?

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  • 2 weeks later...
On ‎06‎/‎11‎/‎2016 at 2:10 AM, faquarl25 said:

Vale Sure Scans is one of the premier scanning operations in the Horus System, and the latest independent operator to join the Shubin family. Formed by childhood best friends Alicia Sanders and Gerald Bley, the company has been a fixture in the Horus System for the past eight years. Recently, their finely tuned Terrapin found the Pharoah’s lode located within the center of Horus Belt Alpha. Now, Shubin Interstellar is excited to put Vale’s expertise to work in Horus Belt Beta. If you happen to find yourself in system, comm the fine folks at Vale Sure Scans and welcome them into the fold.

 

The latest mining rocks RSI post gave the Terrapin a bonus! It seems that all of that defense would be good for flying around in steroid fields....

 

Will it be the best ship for searching for ores with an orion following it?

Likely yes. Though you could probably make more selling your scanning data and then continue scanning than starting to mine small-scale in a single Orion.

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  • 2 months later...
6 hours ago, GRIZZ said:

Hey there turtle fan's, here's some content to get you through the drought. 

Reddit user  ElkarDyn did some poking to estimate the ships internals.

http://imgur.com/a/UM1hH

So much wasted space... if only they learnt from the Drake Herald, they might've sneaked in some cargo space for the loot that you find in exploration.

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11 hours ago, Tom Villder said:

So much wasted space... if only they learnt from the Drake Herald, they might've sneaked in some cargo space for the loot that you find in exploration.

But can't you just drop it on the ground??? I mean you don't need a cargo rack for that. Also if am not mistaken the terrapin does future a good scanner suite but is more the forward observer than a pure exploration vehicle.

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4 minutes ago, Fintz said:

But can't you just drop it on the ground??? I mean you don't need a cargo rack for that. Also if am not mistaken the terrapin does future a good scanner suite but is more the forward observer than a pure exploration vehicle.

You could do that I guess.  Although it would've been nice to keep cargo secure with magnetic plates, but I guess we'll have to make do with what we're given.  Also, it would do well in a scouting team/advane force that coordinates with Vanguards because it has the health and the range, so I'll give it that.

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