https://twitter.com/DiegoT199208/status/1912074657848516843Let's start by saying that the career of an exobiologist-explorer can be boring, for those who do not like exploration.
this career is also profitable for several reasons and requires some things to be able to start at its best
Explore the galaxy
land on some planets and explore them
Make Profit with esploration and Biological Scan
Here are some tips for starting this career in this game
First of all, the player who intends to undertake this career will have to obtain one of the following ships :
Diamondback Esplorer
and it's a great ship to start exploring but also a bit of exobiology, this ship besides having a nice design also allows you to jump 66 LY once it's engineered properly, if you want to use this ship you need to get the following modules
thanks to this configuration the player will be able to travel further and also do exobiology, obviously with the limitations of the ship
1C Lightweight Alloy with Heavy Duty as engineering and Deep Plating as experimental effect
3A Powerplant with Overcharged as engineering and Striped Down as experimental effect
4D Thruster with Dirty as engineering and Striped Down as experimental effect
5A FSD SCO with Jump Range as engineering and Mass Manager as experimental effect
3D Life Support
4D Power Distributor with Engine focused as engineering and Striped Down as experimental effect
3D Sensor
5C Fuel Tank
4A Fuel Scoop
5H Guardian Frame Shift Drive
4D Shield Generrator
2E Cargo rack (4 Cap)
2E Cargo rack (4 Cap)
2G Planetary Vehicle Hangar with Scarab
Dettailed surface Scanner ( Pre-ingeneering) The basic one is also good to start with if you don't have the materials to unlock it
Supercruise Assist
Auto docking computer
The cost of the ship is around 20 million including all modules and about 900K of rebuys
ASP Explorer
It costs a little more than the Diamondback but allows a slightly wider jump of a few more Ly but a little less than the Kraith Phantom. The modules to install are identical, obviously aim for class A modules where necessary and with the right engineering.
the maximum jump of this engineered vessel is 71 Ly
1C Lightweight Alloy with Heavy Duty as engineering and Deep Plating as experimental effect
2A Powerplant with Overcharged as engineering and Striped Down as experimental effect
4D Thruster with Dirty as engineering and Striped Down as experimental effect
5A FSD SCO with Jump Range as engineering and Mass Manager as experimental effect
4D Life Support
3D Power Distributor with Engine focused as engineering and Striped Down as experimental effect
5D Sensor
5C Fuel Tank
6A Fuel Scoop
5H Guardian Frame Shift Drive
3D Shield Generrator
2G Planetary Vehicle Hangar with Scarab
3E Cargo rack (8 Cap)
3E Cargo rack (8 Cap)
Dettailed surface Scanner ( Pre-ingeneering) The basic one is also good to start with if you don't have the materials to unlock it
Supercruise Assist
Auto docking computer
the total cost is 58 million about of which 2.5 million are Rebuys including all modules
Kraith Phantom
excellent exploration ship also offers the possibility of having a bit of cargo, more slots than the asp and diamondback also jumps 75 LY once maxed out the modules to install are the same as the other 2 ships
1C Lightweight Alloy with Heavy Duty as engineering and Deep Plating as experimental effect
5A Powerplant with Overcharged as engineering and Striped Down as experimental effect
4D Thruster with Dirty as engineering and Striped Down as experimental effect
5A FSD SCO with Jump Range as engineering and Mass Manager as experimental effect
4D Life Support
1D Power Distributor with Engine focused as engineering and Striped Down as experimental effect
6D Sensor
5C Fuel Tank
6A Fuel Scoop
5H Guardian Frame Shift Drive
4A Shield Generrator
3E Cargo rack (8 Cap)
3E Cargo rack (8 Cap)
2G Planetary Vehicle Hangar with Scarab
Dettailed surface Scanner ( Pre-ingeneering) The basic one is also good to start with if you don't have the materials to unlock it
Supercruise Assist
Auto docking computer
the cost will exceed 200 million this is due to some Class A modules that are expensive, but the ship also offers excellent maneuverability the only flaw of this ship is that to make it jump 75 LY you will unfortunately have a shield that is not very resistant, the rebuy has a cost of around 4 million
Anaconda
the anaconda is a large ship and for exploration let's say it's not bad, the problem with this ship is the cost, but once engineered you can jump as much as 80 LY it offers space for many more modules, the main modules to install are always the same but with the addition of the Auto-Field Mantainement Unit (AFM) excellent for repairing the ship in case of damaged modules, as said this ship is not really suitable for exploration but it can be used for this purpose without too many problems
1C Lightweight Alloy with Heavy Duty as engineering and Deep Plating as experimental effect
5D Powerplant with Overcharged as engineering and Striped Down as experimental effect
5D Thruster with Dirty as engineering and Striped Down as experimental effect
6A FSD SCO with Jump Range as engineering and Mass Manager as experimental effect
5D Life Support
4D Or 1D Power Distributor with Engine focused as engineering and Striped Down as experimental effect
5D Sensor
5C Fuel Tank
7A Fuel Scoop
5H Guardian Frame Shift Drive
3D Shield Generrator
6A Auto Field Maintenance Unit
6A Auto Field Maintenance Unit
2G Planetary Vehicle Hangar with Scarab
Dettailed surface Scanner ( Pre-ingeneering) The basic one is also good to start with if you don't have the materials to unlock it
Supercruise Assist
Auto docking computer
This ship has a maneuverability that is not the best due to its size, but it does its job and it is possible to install 8 Harpoints and 8 Utility Mounts and make it a combat ship but the build is totally different compared to the exobiological exploration one.
The cost of Rebuy is slightly higher by about 5 Million
Mandalay
The Mandalay is the ship of choice for exploration as it allows you to jump 90 LY and can even reach 93 LY as a Jump Range. This ship is easy to maneuver and the necessary modules are
1C Lightweight Alloy with Heavy Duty as engineering and Deep Plating as experimental effect
4A Powerplant with Overcharged as engineering and Striped Down as experimental effect
4D Thruster with Dirty as engineering and Striped Down as experimental effect
5A FSD V1 SCO Pre-Engineering) with Jump Range as engineering and Mass Manager as experimental effect ( it is necessary to unlock it from the relevant Broker)
4D Life Support
1D Power Distributor with Engine focused as engineering and Striped Down as experimental effect
5D Sensor
5C Fuel Tank
6A Fuel Scoop
5H Guardian Frame Shift Drive
4A Shield Generrator
4A Auto Field Maintenance Unit
3E Cargo rack (8 Cap)
3E Cargo rack (8 Cap)
2G Planetary Vehicle Hangar with Scarab
Dettailed surface Scanner ( Pre-ingeneering) The basic one is also good to start with if you don't have the materials to unlock it
Supercruise Assist
Auto docking computer
With this ship you can jump long distances, Pre-Engineered FSD is useful on this ship because it allows you to greatly increase the Jump Range
I could talk for hours about the Exobiology Explorer career but I'll stop here, for me this is the best career you can do in Elite Dangerous because it allows you to not only explore the systems but also land on planets to scan stuff which is a lot of fun.
Boomer Alex Sinclair I hope I did everything correctly