Ship:ferryman: Difference between revisions

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[[File:Ferryman Hull Configuration.png|thumb|Ferryman Hull Configuration]]
[[File:Ferryman Hull Configuration.png|thumb|left|600px|Ferryman Hull Configuration]]
{| class="wikitable"  style="float:right; margin-left: 20px;"
! colspan="2" | Ferryman Class Clipper
|-
| Point Cost || 50
|-
| Mass || 1500 tons
|-
| Armor Thickness || 5 cm<ref>With the maximum 2.5 angling multiplier, this reaches 12.5 cm</ref>
|-
| Internal Density || 0.5 cm/m
|-
| Component DR || 0%
|-
| Max Repair || 10%
|-
| Dimensions ||  68x36x23 m
|-
| Crew Vulnerability || 60%
|-
| Structural Integrity<ref>Damage to Structure hitbox required to break structure</ref> || 1000
|-
| Radar Signature || 2890.16 m<math>^2</math>
|-
| Slots || 3 Mounts<br>3 Compartments<br>4 Modules
|+ style="caption-side:bottom; background-color:#21252a;padding: 10px"|''Small and fast, designed to transport passengers between nearby stations in orbit. They can't travel far, but they can certainly get somewhere in a hurry.''
|}
[[File:Ferryman Game Model.png|thumb|Ferryman Game Model]]


== Modifiers ==
== Modifiers ==
     Flank Damage Probability: <span style="color:green;">'''-20%'''</span>
     Flank Damage Probability: <span style="color:#90EE90;">'''-20%'''</span>


== Mounts ==
== Mounts ==
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The Ferryman has
The Ferryman has
     * 2 C2
     * 2 Shallow Class 2 Mounts
     * 1 C1
     * 1 Class 1 Mount


For Rocket Shuttles, both C2s should be equipped with [[component:rl18-launcher|'''RL18 Launchers''']]. This is because doubling the rate of fire also effectively doubles the range at which you penetrate a given point defense net.
'''For Rocket Shuttles''', both C2s should be equipped with [[component:rl18-launcher|'''RL18 Launchers''']]. This is because doubling the rate of fire also effectively doubles the range at which you penetrate a given point defense net.


== Compartments ==
== Compartments ==
[[File:Ferryman Compartments.png|thumb|alt=Ferryman Compartments|Ferryman Compartments]]
[[File:Ferryman Compartments.png|thumb|alt=Ferryman Compartments|Ferryman Compartments]]
Compartment 3 is the most survivable mount, but is too small to hold a Basic CIC. If you have a small damage control locker, it should go here. If you do not have one, and have ammo in your free reinforced magazine, your reinforced magazine should go here.
Compartment 3 is the most survivable slot, but is too small to hold a [[component:bcic|'''Basic CIC''']]. If you can afford a [[component:sdc|'''Small DC Locker''']], it should go here. If you do not have one, and have ammo in your free [[component:rmag|'''Reinforced Magazine''']], your [[component:rmag|'''Reinforced Magazine''']] should go here.


Due to the Ferryman's non-existent damage reduction, it gets no damage threshold benefit out of any especially tanky components except the R-Drive, which has enough DT to resist HEI rays natively without support from the hull. As such, only three types of reinforced components are worth taking on Ferrymen; Aux steering, R mag, and 200-R Drive.
Due to the Ferryman's non-existent damage reduction, it gets no damage threshold benefit out of any especially tanky components except the [[component:bw800r-drive|'''BW800-R Drive''']], which has enough DT to resist HEI rays natively without support from the hull. As such, only three types of reinforced components are worth taking on Ferrymen; [[component:aux|'''Auxiliary Steering''']], [[component:rmag|'''Reinforced Magazine''']], and [[component:bw800r-drive|'''BW800-R Drive''']].
 
It should also be mentioned that if your ship does not have at least one DC team in it somewhere, it will die as soon as critical components fall below it's given operable HP threshold. Even the cheapest of ships should have at least one [[component:rapid|'''Rapid DC Locker''']] to prevent this.


== Modules ==
== Modules ==
[[File:Ferryman Modules.png|thumb|alt=Ferryman Modules|Ferryman Modules]]
[[File:Ferryman Modules.png|thumb|alt=Ferryman Modules|Ferryman Modules]]
The Ferryman has  
The Ferryman has  
* 1 Small Drive Module
    * 1 Small Drive Module
* 1 3x3 Module
    * 1 3x3 Module
* 2 2x2 Modules
    * 2 2x2 Modules


Due to the position of the 2x2 Modules, the Ferryman benefits from having two radars<ref>Unlike nearly every other ship in the game</ref>, as it makes them tankier to bow-on fire without impacting power draw in practice since the other radar is simply turned off without impacting other power consuming components on the ship.
Due to the position of the 2x2 Modules, the Ferryman benefits from having two radars<ref>Unlike nearly every other ship in the game</ref>, as it makes them tankier to bow-on fire without impacting power draw in practice since the other radar is simply turned off without impacting other power consuming components on the ship.
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=== Drive Setup ===
=== Drive Setup ===
There are many ways to set up a Ferryman's drive, and the best way will depend on the role you are building the ship for.<br>
There are many ways to set up a Ferryman's drive, and the best way will depend on the role you are building the ship for.<br>
[[component:yard|'''CHI-777 Yard Drives''']] provide the best linear thrust (LT) and angular thrust (AT), allowing you to quickly accelerate in any direction; this is best for dodging. The AT, while nice to have, is not very important on a Ferryman, which naturally has one of the highest AT in the game.<br>
[[component:sundrive|'''Sundrives''']] provide the best top speed, allowing you to reposition even faster.<br>
[[component:sundrive|'''Sundrives''']] provide the best top speed, allowing you to reposition even faster.<br>
[[component:yard|'''CHI-777 Yard Drives''']] provide the best linear thrust (LT) and angular thrust (AT), allowing you to quickly accelerate in any direction; this is best for dodging. The AT, while nice to have, is not very important on a Ferryman, which naturally has one of the highest AT in the game.
[[component:bw800r-drive|'''BW800-R Drives''']] prevents the drive from dying to HEI Missile damage, a very important characteristic for the Ferryman's low survivability.<br>
[[component:bw800r-drive|'''BW800-R Drives''']] prevents the drive from dying to HEI Missile damage, a very important characteristic for the Ferryman's low survivability.<br>
[[component:bw800-drive|'''BW800 Drives''']], to save costs.<br>
[[component:bw800-drive|'''BW800 Drives''']], to save costs.<br>
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==== Propulsion Stats ====
==== Propulsion Stats ====
{| class="wikitable"
{| class="wikitable"
! Base Stats
! colspan="2" | Base Stats
!
|-
|-
| Top Speed || 35 m/s
| Top Speed || 35 m/s
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| Flank Speed || 52.5 m/s
| Flank Speed || 52.5 m/s
|-
|-
| Flank Damage Probability || 4% (<span style="color:green;">'''-20%'''</span>)
| Flank Damage Probability || 4% (<span style="color:#90EE90;">'''-20%'''</span>)
|-
|-
| Linear Thrust || 5 MN
| Linear Thrust || 5 MN
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|}
|}
{| class="wikitable"
{| class="wikitable"
! [[component:yard|'''CHI-777 Yard Drives''']]
! colspan="2" | [[component:yard|'''CHI-777 Yard Drive''']]
!
|-
|-
| Top Speed || 32.38 m/s (<span style="color:red;">'''-7.5%'''</span>)
| Top Speed || 32.38 m/s (<span style="color:#FF4040;">'''-7.5%'''</span>)
|-
|-
| Flank Speed || 48.56 m/s (<span style="color:red;">'''-7.5%'''</span>)
| Flank Speed || 48.56 m/s (<span style="color:#FF4040;">'''-7.5%'''</span>)
|-
|-
| Flank Damage Probability || 4% (<span style="color:green;">'''-20%'''</span>)
| Flank Damage Probability || 4% (<span style="color:#90EE90;">'''-20%'''</span>)
|-
|-
| Linear Thrust || 5.75 MN (<span style="color:green;">'''+15%'''</span>)
| Linear Thrust || 5.75 MN (<span style="color:#90EE90;">'''+15%'''</span>)
|-
|-
| - Side Thrusters || 75%
| - Side Thrusters || 75%
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| Acceleration Time || 8.9 s
| Acceleration Time || 8.9 s
|-
|-
| Angular Thrust || 0.91 MN (<span style="color:green;">'''+40%'''</span>)
| Angular Thrust || 0.91 MN (<span style="color:#90EE90;">'''+40%'''</span>)
|-
|-
| Theoretical Turn Rate || 8.31 deg/s (<span style="color:green;">'''+45%'''</span>)
| Theoretical Turn Rate || 8.31 deg/s (<span style="color:#90EE90;">'''+45%'''</span>)
|-
|-
| Actual Max Turn Rate || 8.31 deg/s (<span style="color:green;">'''+45%'''</span>)
| Actual Max Turn Rate || 8.31 deg/s (<span style="color:#90EE90;">'''+45%'''</span>)
|-
|-
| Estimated 180 deg Turn || 22 s (<span style="color:green;">'''-31.03%'''</span>)
| Estimated 180 deg Turn || 22 s (<span style="color:#90EE90;">'''-31.03%'''</span>)
|-
|-
| Estimated 180 deg Roll || 22 s (<span style="color:green;">'''-31.03%'''</span>)
| Estimated 180 deg Roll || 22 s (<span style="color:#90EE90;">'''-31.03%'''</span>)
|}
|}
{| class="wikitable"
{| class="wikitable"
! [[component:sundrive|'''Sundrives''']]
! colspan="2" | [[component:sundrive|'''Sundrive''']]
!
|-
|-
| Top Speed || 43.75 m/s (<span style="color:green;">'''+25%'''</span>)
| Top Speed || 43.75 m/s (<span style="color:#90EE90;">'''+25%'''</span>)
|-
|-
| Flank Speed || 65.63 m/s (<span style="color:green;">'''+25%'''</span>)
| Flank Speed || 65.63 m/s (<span style="color:#90EE90;">'''+25%'''</span>)
|-
|-
| Flank Damage Probability || 3.08% (<span style="color:green;">'''-38.43%'''</span>)
| Flank Damage Probability || 3.08% (<span style="color:#90EE90;">'''-38.43%'''</span>)
|-
|-
| Linear Thrust || 5 MN
| Linear Thrust || 5 MN
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| Acceleration Time || 13.83 s
| Acceleration Time || 13.83 s
|-
|-
| Angular Thrust || 0.49 MN (<span style="color:red;">'''-25%'''</span>)
| Angular Thrust || 0.49 MN (<span style="color:#FF4040;">'''-25%'''</span>)
|-
|-
| Theoretical Turn Rate || 5.73 deg/s
| Theoretical Turn Rate || 5.73 deg/s
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|}
|}


== Generic Stats ==
== Builds ==
{| class="wikitable"
=== Capping Shuttles & Guttles: ===
! Ferryman Class Clipper
[[Starter_Fleet_Guide:Wulfenite#Capping_Shuttles:_In_Your_Base,_In_Your_Walls,_&_It's_Free_Real_Estate|Wulfenite's Gun Shuttles]]<br>
!
[[Starter_Fleet_Guide:Tantalum#Capping_Shuttles:_Scoundrel,_Charlatan,_&_Swindler|Tantalum's Gun Shuttles]]
|-
 
| Point Cost || 50
=== Rocket Shuttles & Ruttles: ===
|-
[[Starter_Fleet_Guide:Azurite#Rocket_Shuttles:_Applied_Pressure_&_Repulsive_Force|Azurite's Ruttles]]
| Mass || 1500 tons
 
|-
=== EWAR Shuttles & Juttles: ===
| Armor Thickness || 5 cm<ref>With the maximum 2.5 angling multiplier, this reaches 12.5 cm</ref>
 
|-
 
| Internal Density || 0.5 cm/m
=== Mine Shuttles & Muttles: ===
|-
[[Starter_Fleet_Guide:Tantalum#Mine_Shuttle:_Hustler|Tantalum's Mine Shuttle]]
| Component DR || 0%
 
|-
[[Category:Ships|OFer]]
| Max Repair || 10%
[[Category:OSP Ships|Fer]]
|-
| Dimensions ||  68x36x23 m
|-
| Crew Vulnerability || 60%
|-
| Structural Integrity<ref>Damage to Structure hitbox required to break structure</ref> || 1000
|-
| Identification Difficulty || 200
|-
| Time Unidentified vs [[component:bcic|'''Basic CIC''']] || 200 s
|-
| Time Unidentified vs [[component:citcic|'''Citadel CIC''']] || 50 s
|-
| Time Unidentified vs [[component:ic|'''Intelligence Center''']] || 13 s
|}

Latest revision as of 23:47, 22 October 2026

Ferryman Hull Configuration
Ferryman Class Clipper
Point Cost 50
Mass 1500 tons
Armor Thickness 5 cm[1]
Internal Density 0.5 cm/m
Component DR 0%
Max Repair 10%
Dimensions 68x36x23 m
Crew Vulnerability 60%
Structural Integrity[2] 1000
Radar Signature 2890.16 m[math]\displaystyle{ ^2 }[/math]
Slots 3 Mounts
3 Compartments
4 Modules
Small and fast, designed to transport passengers between nearby stations in orbit. They can't travel far, but they can certainly get somewhere in a hurry.
Ferryman Game Model

Modifiers

    Flank Damage Probability: -20%

Mounts

Ferryman Mounts
Ferryman Mounts

The Ferryman has

   * 2 Shallow Class 2 Mounts
   * 1 Class 1 Mount

For Rocket Shuttles, both C2s should be equipped with RL18 Launchers. This is because doubling the rate of fire also effectively doubles the range at which you penetrate a given point defense net.

Compartments

Ferryman Compartments
Ferryman Compartments

Compartment 3 is the most survivable slot, but is too small to hold a Basic CIC. If you can afford a Small DC Locker, it should go here. If you do not have one, and have ammo in your free Reinforced Magazine, your Reinforced Magazine should go here.

Due to the Ferryman's non-existent damage reduction, it gets no damage threshold benefit out of any especially tanky components except the BW800-R Drive, which has enough DT to resist HEI rays natively without support from the hull. As such, only three types of reinforced components are worth taking on Ferrymen; Auxiliary Steering, Reinforced Magazine, and BW800-R Drive.

It should also be mentioned that if your ship does not have at least one DC team in it somewhere, it will die as soon as critical components fall below it's given operable HP threshold. Even the cheapest of ships should have at least one Rapid DC Locker to prevent this.

Modules

Ferryman Modules
Ferryman Modules

The Ferryman has

   * 1 Small Drive Module
   * 1 3x3 Module
   * 2 2x2 Modules

Due to the position of the 2x2 Modules, the Ferryman benefits from having two radars[3], as it makes them tankier to bow-on fire without impacting power draw in practice since the other radar is simply turned off without impacting other power consuming components on the ship.

Drive Setup

There are many ways to set up a Ferryman's drive, and the best way will depend on the role you are building the ship for.
Sundrives provide the best top speed, allowing you to reposition even faster.
CHI-777 Yard Drives provide the best linear thrust (LT) and angular thrust (AT), allowing you to quickly accelerate in any direction; this is best for dodging. The AT, while nice to have, is not very important on a Ferryman, which naturally has one of the highest AT in the game. BW800-R Drives prevents the drive from dying to HEI Missile damage, a very important characteristic for the Ferryman's low survivability.
BW800 Drives, to save costs.

For Rocket Shuttles, the Sundrive is the best choice, as the increased top speed directly impacts time to close with the target, which is the primary driver of success and survivability of such ships, along with their ability to penetrate point defense.

Propulsion Stats

Base Stats
Top Speed 35 m/s
Flank Speed 52.5 m/s
Flank Damage Probability 4% (-20%)
Linear Thrust 5 MN
- Side Thrusters 75%
- Fore Thrusters 80%
- Main Thrusters 100%
Acceleration Time 11.06 s
Angular Thrust 0.65 MN
Theoretical Turn Rate 5.73 deg/s
Actual Max Turn Rate 5.73 deg/s
Estimated 180 deg Turn 31 s
Estimated 180 deg Roll 31 s
CHI-777 Yard Drive
Top Speed 32.38 m/s (-7.5%)
Flank Speed 48.56 m/s (-7.5%)
Flank Damage Probability 4% (-20%)
Linear Thrust 5.75 MN (+15%)
- Side Thrusters 75%
- Fore Thrusters 80%
- Main Thrusters 100%
Acceleration Time 8.9 s
Angular Thrust 0.91 MN (+40%)
Theoretical Turn Rate 8.31 deg/s (+45%)
Actual Max Turn Rate 8.31 deg/s (+45%)
Estimated 180 deg Turn 22 s (-31.03%)
Estimated 180 deg Roll 22 s (-31.03%)
Sundrive
Top Speed 43.75 m/s (+25%)
Flank Speed 65.63 m/s (+25%)
Flank Damage Probability 3.08% (-38.43%)
Linear Thrust 5 MN
- Side Thrusters 75%
- Fore Thrusters 80%
- Main Thrusters 100%
Acceleration Time 13.83 s
Angular Thrust 0.49 MN (-25%)
Theoretical Turn Rate 5.73 deg/s
Actual Max Turn Rate 5.73 deg/s
Estimated 180 deg Turn 31 s
Estimated 180 deg Roll 31 s

Radar Signature: 2890.16 m[math]\displaystyle{ ^2 }[/math]

Detected by Detection Range (km)
R400 'Bloodhound' LRT Radar 14 km
R550 Early Warning Radar 11.24 km
Bulwark Huntress 8.16 km
Ithaca Bridgemaster 6.08 km
RM50 'Parallax' Radar 7.94 km
RS41 'Spyglass' Radar 9.57 km
RS35 'Frontline' Radar 5.65 km
Wake Signature Strength 40
Fore-Aspect Validated by THERM SAFE

Builds

Capping Shuttles & Guttles:

Wulfenite's Gun Shuttles
Tantalum's Gun Shuttles

Rocket Shuttles & Ruttles:

Azurite's Ruttles

EWAR Shuttles & Juttles:

Mine Shuttles & Muttles:

Tantalum's Mine Shuttle

  1. ↑ With the maximum 2.5 angling multiplier, this reaches 12.5 cm
  2. ↑ Damage to Structure hitbox required to break structure
  3. ↑ Unlike nearly every other ship in the game