Anaconda (Oolite)
Anaconda | |
---|---|
Size (W×H×L) | 78m×63m×167m |
Cargo capacity | 750 TC |
Cargo bay extension | N/A |
Maximum speed | 0.14 LM |
Manoeuvrability | Roll: 0.75 Pitch: 0.40 |
Energy banks | 7 |
Energy recharge rate |
Medium (3.0) |
Gun mounts | Fore, Aft Starboard, Port |
Missile slots | 7 |
Shield boosters available | No |
Military shields available | No |
Hyperspace capable | Yes |
OXP or standard | Standard (Liner and Hospital Ship are OXPs) |
Available to player | Yes |
Base price | 650000 Cr |
Contents
Overview
This ship is a pure trader, having a standard capacity of 750 TC. It is fitted with internal loaders to allow the ship to be quickly filled. Since it will strip most open markets bare and have room left over, the Anaconda is usually used for shipments rather than opportunistic trading: when a company wants to move its produce from one system to another, it'll have a fleet of Anacondas as the heavy movers.
Notable Features
'Long, pointy and glacially slow' was the verdict of 'What Spaceship?' when the craft's first production run hit the open market in 2856. 'Steers like a rogue asteroid' was the assessment of 'Trader' magazine. While Jeremiah Clarkson wouldn't be seen dead in an Anaconda - most people with a load to shift would be, because this is what it does reliably day in and day out. It isn't particularly strongly armed - although it carries up to 7 missiles and 4 lasers, it is slow in turning and has difficulty bringing lasers to bear on anything even remotely manoeuvrable. Therefore, it is typically seen escorted by other ships - it is common to see an Anaconda and half a dozen Cobra Mk.1 or Mamba escorts.
Its size makes it a problem to dock with many space stations. In many busier star systems, reservations must be made to handle a craft of this size. It also only just fits in most docking ports, so the crew must be careful to ensure that the ship is properly lined up before docking, as much embarrassment occurs when a ship gets wedged in the docking port - shutting down trading for many hours while work crews get to hack at the ship with ablative saws.
Conversions
Beerbaum and ThruSpace Inc. initially planned to make a passenger-carrying version of the mighty Anaconda, however, sales were not forthcoming - not due to any flaw in the ship's design, but mainly through lacklustre marketing to the spacelines. In the end however, human and feline investors seeing a market niche in economy passenger transport, joined to form Anaconda SpaceWays. From its inception route between Zaonce and Tionisla, it has eventually acquired a large fleet of converted Anacondas servicing a route network which covers most stable economy systems.
Anaconda hulls have also been converted into hospital ships for the GalCop Medical Corps, the cargo bays being refitted as surgical operating rooms and hospital ward facilities. Medical Anacondas provide medical relief in planetary-wide natural disasters or war zones.
Upgrades
Compatible equipment for this ship. Factory standard equipment is marked in bold, all other equipment can be added by the player. | ||
Misc. Equipment | Fuel Scoops • Passenger Berth • Escape Capsule • Docking Computers • Witch Fuel Injectors • Scanner Targeting Enhancement • Multi-Targeting System • Galactic Hyperdrive • Advanced Space Compass | |
Weaponry | Pulse Laser • Beam Laser • Military Laser • Mining Laser • Energy Bomb | |
Defence | E.C.M. System • Extra Energy Unit • Naval Energy Unit • Shield Boosters • External Heat Shielding |
Download
The regular Anaconda is part of the standard game, however, the Anaconda passenger liner and Medical Anaconda are OXP ships.
Custom Paintjobs
Links
- Flying an Anaconda - tips - see Anaconda Blues (2012)
- Is it time to 'fix' the Anaconda? (2013) Debate about the size of the Cargo Hold, how contracts work, letting Anacondas handle massive cargoes which don't fit in TC cannisters.
- Debate about the size of the Cargo Hold (2021)
From Anaconda Blues:
Here are things that worked (helped) when I was using one: - She's expensive. Do not purchase one unless you can also afford to outfit her completely (shield boosters, witchfuel injectors, extra energy unit, beer cooler - of course, etc.). Also, don't buy a 'Conda at a station with a low tech level. Wait till you're at one of level 12 or better. - You are not a dog-fighting, cookie cutter, destruction machine! - Plan your routes. Get the advanced navigational array, learn how to use it. Avoid the obvious anarchy, feudal, multi-government systems. Careful about confederacies, even though the game readme says they're in the safer range, they often are rife with pirate packs. - Learn to lean on the "I" key. Even at full injection power, you are slow, so you'll be using lots of witchfuel. If you are going to use most of your witchfuel jumping to a system - is there another route which you could take that will allow you to arrive with more in your tank? - If you have already flown and contracted with a Boa Class Cruiser, you'll have to figure three times (3x) longer for "in system" lingering (refueling, fighting, traveling, repairs, maintenance, etc), with a 'Conda. If you are not upgrading from a BCC, then figure one hour per system jump for any stopover type of activity, with your 'Conda. - You are not a dog-fighting, cookie cutter, destruction machine! - There is a game glitch with the side lasers on the Anaconda. They do not fire like any other ship I have tried. The sights are off center for some reason. I couldn't even hit an asteroid from 500 meters. (This was the principal reason I gave up perusing my assassin career with it.) - If you do not have Deep Space Pirates OXP installed, by all means - get out of the space lanes and travel most of your route "in the void". If it is installed, and you want to sun skim - learn how to use your aft laser. - Install the Hired Guns OXP. I know you need to be Average, but by the time you can afford to buy a 'Conda, that shouldn't be a problem to achieve while with the (starting ship) Cobra Mk. III. Try and plan your route(s) so that you start multi-system hopping from a tech level 12 and higher. Sun-skim all along the journey. You then get to keep your escort all the time until you enter the aegis of a destination system (I once had two retired viper interceptors escort me over 30 systems.). - You are not a dog-fighting, cookie cutter, destruction machine! - While in the space lanes, you can sometimes trick other ships to assist you; fly very close behind (under, over, whichever is between you and the potential bandits) an already escorted trader, fly near police ships, closely maneuver around Rock Hermits, Seedy Space Bars, etc. - Do not start a fight - unless you are absolutely certain you will win - and win very, very, very quickly. - You can have 7 missiles, with the special memory thing, I think. Anyways, I seem to remember I could carry five. Only install ECM hardened ones, and use them on the most serious threats - before they become serious threats. You do not need to be pointed at the target with them. Just have to have a target lock, which can be achieved from any of the four viewing screens. - You are not a dog-fighting, cookie cutter, destruction machine! - She can carry a lot of cargo, empty entire stations for several systems. Buy and sell shrewdly, carry extras for contract obligations (in case you lose some through combat attrition). Extra tonnage can be used for passengers (I had ten, which meant 50 tons). - Install UPS Courier oxp. I know you're slow with a 'Conda, but that oxp has very long "urgent" delivery times (I never failed one). These also go towards augmenting your regular cargo standing. - If you really like the trading game, and I figure you do with a 'Conda - install New Cargoes OXP. That really helps to bring in some credits if you put in a little thought and effort - plus you get to attend auctions (!). - You are not a dog-fighting, cookie cutter, destruction machine! - When you get good with her, do not try to become an assassin. Deathknyte (2012)