Dolphin: Difference between revisions

→Overview: Rewrote large parts of this section, but the focus was on the entire paragraph about the Dolphin being an explorer - it's actually better than most.
→Overview: Rearranged the paragraphs and rewrote the combat paragraph to focus more on the ship's attacking and defending capabilities.
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==Overview==
==Overview==
The Dolphin is one of the three [[Saud Kruger]] ships designed as passenger liners, along with the [[Orca]] and [[Beluga Liner]]. Its intended role is as an entry-level passenger liner, similar to how the [[Type-6 Transporter]] is an entry-level freighter. However, the Dolphin's characteristics makes it a viable ship in other roles as well.
The Dolphin is one of the three [[Saud Kruger]] ships designed as passenger liners, along with the [[Orca]] and [[Beluga Liner]]. Its intended role is as an entry-level passenger liner, similar to how the [[Type-6 Transporter]] is an entry-level freighter. However, the Dolphin's characteristics make it a viable ship in other roles as well.


Passenger missions are the Dolphin's primary focus. It can carry one Luxury [[Passenger Cabin]], and up to 42 passengers when completely outfitted with Economy Cabins. Due to its high base jump range and low compartment space, the Dolphin is better suited for conducting VIP contracts than bulk contracts.
Passenger missions are the Dolphin's primary focus. It can carry one Luxury [[Passenger Cabin]], and up to 42 passengers when completely outfitted with Economy Cabins. Due to its high base jump range and low compartment space, the Dolphin is better suited for conducting VIP contracts than bulk contracts.


The Dolphin can be outfitted to haul up to 84 t of cargo. Considering it has a similar price tag and combat ability to the Type-6, this makes the Dolphin a subpar bulk [[trading]] vessel. However, its higher jump range makes it a good choice for trading [[List of Rare Commodities|Rare Commodities]] over long ranges.
The Dolphin excels as a budget [[explorer]]. By equipping a 4A [[Frame Shift Drive]] and the appropriate undersized and/or D-rated modules, as well as removing irrelevant optional modules, the Dolphin can hit potential jump ranges of 32-35 ly before engineering, giving it a jump range that is slightly better than the Type-6 and only marginally worse than the [[Asp Explorer]], the latter which is considerably more expensive. Once engineered, the Dolphin can reach jump ranges approaching 70 ly. The Dolphin also has excellent [[heat]] management compared to most other ships and will rarely exceed 70% heat even when fuel scooping and charging its Frame Shift Drive simultaneously. With 9 optional module slots—the same number of slots as the [[Krait Phantom]] and 1 more than both the [[Diamondback Explorer]] and Asp Explorer—the Dolphin can be outfitted with all the standard modules for exploration, including a class 5 [[Guardian Frame Shift Drive Booster]], a [[Fuel Scoop]], two [[Auto Field-Maintenance Unit]]s, and a [[Planetary Vehicle Hangar]]; removing [[Supercruise Assist]] and the [[Advanced Docking Computer]] frees up enough slots for a [[Repair Limpet Controller]] and [[Cargo Rack]] for storing limpets. Furthermore, the Dolphin is well suited for [[exobiologist|exobiology]] as its smaller profile makes it easier to land on uneven terrain versus medium and large ships. However, the Dolphin's 16 t fuel tank can be a hindrance during long-distance travel, as it requires more frequent refuels while traversing multiple star systems and limits extended use of Supercruise Overcharge for quickly crossing large distances within systems.


In [[combat]], the Dolphin is just as bad as the Type-6 and suffers from many of the same downsides with its [[Sidewinder]] grade offenses and mediocre shields and armour. However, it has better mobility and better hardpoint placement, allowing it to be much more nimble as well as making it easier to keep Fixed Hardpoints on target. Installing heavier [[Bulkheads]] will seriously reduce the Dolphin's jump range, as upgrades weigh in at 32t for [[Reinforced Alloys]] and 63t for [[Military Grade Composite|Military Grade]], [[Mirrored Surface Composite|Mirrored Surface]] and [[Reactive Surface Composite|Reactive Surface]] Composites. Fitting a class 1 or 2 [[Hull Reinforcement Package]] will offer a comparable improvement in armour with only a small mass increase.
The Dolphin can be outfitted to haul up to 84 t of cargo. This is 30 t less than the Type-6, which is around 300,000 cheaper, making the Dolphin a subpar bulk [[trading]] vessel. However, the Dolphin's better jump range and mobility make it a good choice for trading [[List of Rare Commodities|Rare Commodities]] over long ranges.


The Dolphin excels as a budget [[explorer]]. By equipping a 4A [[Frame Shift Drive]] and the appropriate undersized and/or D-rated modules, as well as removing irrelevant optional modules, the Dolphin can hit potential jump ranges of 32-35 ly before engineering, giving it a jump range that is slightly better than the Type-6 and only marginally worse than the [[Asp Explorer]], the latter which is considerably more expensive. Once engineered, the Dolphin can reach jump ranges approaching 70 ly. The Dolphin also has excellent [[heat]] management compared to most other ships and will rarely exceed 70% heat even when fuel scooping and charging its Frame Shift Drive simultaneously. With 9 optional module slots—the same number of slots as the [[Krait Phantom]] and 1 more than both the [[Diamondback Explorer]] and Asp Explorer—the Dolphin can be outfitted with all the standard modules for exploration, including a class 5 [[Guardian Frame Shift Drive Booster]], a [[Fuel Scoop]], two [[Auto Field-Maintenance Unit]]s, and a [[Planetary Vehicle Hangar]]; removing [[Supercruise Assist]] and the [[Advanced Docking Computer]] frees up enough slots for a [[Repair Limpet Controller]] and [[Cargo Rack]] for storing limpets. Furthermore, the Dolphin is well suited for [[exobiologist|exobiology]] as its smaller profile makes it easier to land on uneven terrain versus medium and large ships. However, the Dolphin's 16 t fuel tank can be a hindrance during long-distance travel, as it requires more frequent refuels while traversing multiple star systems and limits extended use of Supercruise Overcharge for quickly crossing large distances within systems.
In [[combat]], the Dolphin's mobility and speed make it an agile and evasive vessel. While its offensive capability is limited to its two small hardpoints, giving it the same raw damage output as a [[Sidewinder]], they have very good convergence, making it easier to hit targets with fixed weapons. Defensively, the ship's optional module slots allow it to be outfitted with a class 5 [[Shield Generator]] on top of a mix of [[Hull Reinforcement Package]]s, [[Module Reinforcement Package]]s, and [[Guardian Shield Reinforcement Package]]s. A 4A [[Armoured Power Plant]] gives the Dolphin enough power to mount three high-rated [[Shield Booster]]s in tandem with most weapons.


Overall, the Dolphin is a stylish exploration ship, the most efficient choice for transporting VIP passengers, and a reasonable alternative to the trade focused Type-6 Transporter, but any combat activities should be avoided.
Overall, the Dolphin is the most efficient choice for transporting VIP passengers, an effective budget exploration ship, and a more expensive alternative to the trade focused Type-6 Transporter, but it is ill-suited for combat activities due to its low damage output.


[[File:Convergence dolphin.png|thumb|250px|Dolphin hardpoint convergence]]
[[File:Convergence dolphin.png|thumb|250px|Dolphin hardpoint convergence]]