Cobra Mark V –
Custom build for In-System Tourist Tripper, the Goddess Mnemosyne.
Introduction To The Grand Tour, PART III
When I finished colonizing Col 285 Sector WL-L c8-40, there were 138 total facilities that had been built over the course of 6 months plus. I play… slowly. And colonize solo. It takes a long time.
For personal reasons expressed elsewhere, I now want to create a video library. One visit at a time, a reminder of how much fun this was.
Not all facilities can dock my Panther. Nor even a Corsair. There are a number of facilities with only small landing pads. No need to consider the ones without landing pads, but it’s common sense to select a small ship for the Grand Tour. Whatever size the landing pad, a small ship can always fit.
Having been a fan of
the game since the C-64 and Amiga days in the mid-1980s, it had to be
a Cobra.
The Mk3 would have been iconic. The Mk4 would have
been exclusive. (It was only released to a specific group of
players.) I liked the Mk4 back then; it was less maneuverable, but
significantly tougher. Haven’t flown it
in years.
But now there’s the Mk5. All I’m hearing is that
it’s by far the best small all-rounder. Before the Kestrel, it
might have been the best small ship period, but it sounds like the
Kestrel is now the best small combat ship.
To date, this is
the ultimate Cobra. It’s like they took all the best of the Mk3
and Mk4, then ramped it up with Caffeine and jet fuel.
Up to this point, I hadn't built one yet, and this was a good reason to finally play around with it.
It needed to be
excellent at in-system hops, so SCO was a no-brainer.
It had
to be a durable shield/hull tank, because I'm not good at combat. Always build something that can survive
my mistakes.
Needs speed and agility, because if I’m flying a
tiny little ship, then escaping is important.
And it needs enough firepower to fight back, because running away is annoying.
The Cobra Mk5 checks
all the boxes. It’s the spiritual successor to the ship that
started it all. It’s a fast, agile, tough fighter when it needs to
be. Even loaded to the gills, it gets 39 LY jump range. (And really,
it doesn’t need jump range anyway, since it’s an in-system
mudskipper.)
Just for those times when it does need to travel
(like engineering)… it’s got a pocket-sized Class 2 Fuel Scoop.
Glacially slow to fill the tank, but it beats running out of fuel
somewhere.
It’s a beauty of a
ship. Great aesthetics. Easy to fly. Lots of punch when you hit
the gas.
(I’m no expert,
but if you want to see the build, here’s the link:
https://tinyurl.com/Cobra-MkV-Mnemosyne
It doesn’t have to
be the best there ever was.
Just has to meet my needs.
After
building and engineering, wanted to fly it. And it’s been a couple
of weeks since I’ve truly played, because writing all this and
planning the trip kept my free time occupied. Time enough to get
rusty.
Figured a quick jaunt to the Nav Beacon was called for.
Get some flight practice, and a combat refresher.
At worst, she was relatively cheap to build, a
rebuy won’t kill me…
The result surprised me. Fought mostly lights and mediums, but there was one Elite Anaconda that I
thought would end me. Only it was like playing on easy mode. I’m
over-reacting, losing my targets, getting confused and forgetting
what buttons to push… and never took any damage.
Never even took
significant percent off the shield.
Maybe the Nav Beacons tend
to give inexperienced opponents, but it was a fantastic ship to get
back up to speed in. Extremely forgiving.
After these
videos are done, I’ll test it in a HazRez and see if she still
feels tough...
(NOTE: She does, but not for too long. High Rez is easy, but HazRez I can only stay for a while. Or run, recover, and come back.)
Next, a cool name.
I considered several. Nothing clicked until Grok suggested
Mnemosyne.
The Goddess
Mnemosyne presided over Memory, and Remembrance.
With cognitive
problems, that’s not only apropos, kind of TOO on-the-nose.
The
whole purpose of this project is to give me tangible memories for
when my actual memories fade. Naming her Mnemosyne is a good
omen.
Even better, Grok suggested MUSE9 for the call sign.
Mnemosyne was the mother of the NINE muses, the spirits of
inspiration for humanity. The entire theme ties in beautifully to
this project.
Great ship, great
name, and the engineering is done.
Time for the next
step.

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