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Old 07-03-2020, 09:57 AM   #21
CaptainCrunch
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I've become a monster!


First of all I modified the good ship Mintas after the stunning loss of her gunship consort Linus, when I ran into a two pirate ship fleet, where we were outgunned shockingly. So I limped away and removed one of the turrets and added an additional shield generator.


I also lost a bunch of crew members after destroying a pirate ship and boarding it, and running into an ambush that cost me 4 of my best marine boarders.


So my strategy has changed. I outgun most pirate ships, so when they attack there is no more hailing them asking for a so called ceasefire. I shoot first and ask questions later. Well I don't ask for questions. I shoot first and destroy them, then use my scanner and sit back and watch the bastards die, then I board their ship, strip it and grab their corpses to shove in the recycling machine to extra water and carbon and food from their stinking corpses.


If I could mount some heads on the front of my ship I would. Death to all pirates.


I'm now about 3/4 of the way around the spiral. I have so many resources and fuel and energy and food, that I could go without mining anything at all or stripping ships. But old habits die hard.
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Old 07-03-2020, 10:02 AM   #22
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I started over again last night, it didn't go well, I only found one friendly ship who wasn't able to trade energy rods. And despite the increase in the chance to find a cryo-chamber, I was unable to find one. So I spent the entire begging of the game desperately trying to search for energy rods.

Ah well, I will try again this weekend, maybe tonight if my friends aren't playing Ark.
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Old 07-03-2020, 10:09 AM   #23
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I started over again last night, it didn't go well, I only found one friendly ship who wasn't able to trade energy rods. And despite the increase in the chance to find a cryo-chamber, I was unable to find one. So I spent the entire begging of the game desperately trying to search for energy rods.

Ah well, I will try again this weekend, maybe tonight if my friends aren't playing Ark.

What worked for me, is that after I built the energy refiner. I would jump into a system, do a mad dash to find as much elerium as I could and strictly mine it, water and fuel components. Then jump to the next system and do the same thing, that allowed me to build up my energy rods. Then I'd jump backwards one system and leisurely go after derelicts and the other materials.



Even in the first few systems finding people in pods is still rare, it does pick up though. But you usually will find only one or two per system after that and there's a chance that one is already dead.


But yeah don't sit around being thorough in terms of mining and stripping ships. Do a mad dash for key components, and make sure that you keep your carbon up and your food manufacturing up.
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Old 07-03-2020, 10:42 AM   #24
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I think that there's going to be some consumption revalues as the game gets closer to final versions.


You really use very little hyperfuel per jump. But the power rod consumption is very high, especially if you use bigger generators. Solar cells are a great way to do it, but they're really volitile in terms of jumping into systems and not getting enough sun, so if you have key systems attached to solar cells your going to get brown outs. After I finish this game with what I've learned, I'm going to do a serious ship redesign. Have two big generators on a ship and then link them via power nodes to 2 or three solar cells I think just to balance out power.


I'm going to seperate my engine rooms from my manufacturing room, that way I can control my environment better.



And because your limited in your defensive systems, to 7 or 8 of them, I'm going to go for defense first with a couple of shield generators and then guns instead of guns first.
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Old 07-03-2020, 10:58 AM   #25
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Quote:
Originally Posted by CaptainCrunch View Post
I think that there's going to be some consumption revalues as the game gets closer to final versions.


You really use very little hyperfuel per jump. But the power rod consumption is very high, especially if you use bigger generators. Solar cells are a great way to do it, but they're really volitile in terms of jumping into systems and not getting enough sun, so if you have key systems attached to solar cells your going to get brown outs. After I finish this game with what I've learned, I'm going to do a serious ship redesign. Have two big generators on a ship and then link them via power nodes to 2 or three solar cells I think just to balance out power.


I'm going to seperate my engine rooms from my manufacturing room, that way I can control my environment better.



And because your limited in your defensive systems, to 7 or 8 of them, I'm going to go for defense first with a couple of shield generators and then guns instead of guns first.
I'd like to build a full solar ship, with a large bank of batteries and a backup engine that I turn off.

Do you do the ship or base start, I've done the ship mostly, but I think I'm going to try the base next.
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Old 07-03-2020, 12:06 PM   #26
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Based on this thread, I purchased this game last weekend. I had to scrap my first ship after I reached a situation with low power and running out of resources to remedy the situation. I obviously went too big, too soon, which was too bad because the ship was taking shape along the lines of USS Sulaco.

I also had an issue prior to the power outages where the crew suddenly put on space suits. I checked all of the gas levels and everything was green. I put scrubbers in the crew's barracks and mess and that solved the issue, but they didn't like the scrubbers for comfort reasons.
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Old 07-03-2020, 11:03 PM   #27
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Originally Posted by Krovikan View Post
I'd like to build a full solar ship, with a large bank of batteries and a backup engine that I turn off.

Do you do the ship or base start, I've done the ship mostly, but I think I'm going to try the base next.

The first few times I just started with the ship. I did start one with the base, and once I got the shape I liked, I started disemboweling components from the base and moved it to the ship til I left an empty base.


Solar is great, I saw a design that a guy did a complete solar ship, with massive amounts of panels, the only problem is that you need to make sure you drop close to the sun or you'll brown out.


I've done a hybrid, my monstrous ship has 4 generators of the mid sized variety, and then solar cells to provide a power boost when they get sun.
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Old 07-03-2020, 11:19 PM   #28
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Quote:
Originally Posted by Baron von Kriterium View Post
Based on this thread, I purchased this game last weekend. I had to scrap my first ship after I reached a situation with low power and running out of resources to remedy the situation. I obviously went too big, too soon, which was too bad because the ship was taking shape along the lines of USS Sulaco.

I also had an issue prior to the power outages where the crew suddenly put on space suits. I checked all of the gas levels and everything was green. I put scrubbers in the crew's barracks and mess and that solved the issue, but they didn't like the scrubbers for comfort reasons.

Nice ship idea, my next one, I'm going to try to shape like the Galactica. with the one launch hanger with mining pods, and the other with multiple shuttles.


The scrubbers are important, one way you can get around thing is centralize your o2 production and leaving vents open on your doors except for your food room and manufacturing.






Notes on the Mintas.


4 guns two shields and 1 scanner.


8 engines, so I can carry about 13000 tonnes of cargo


I've got every manufacturing device except for the gun building printer, why build guns when I can take them from my enemies


I have a crew of about 16 right now. My growth room has two quad beds and 6 duel beds. I grow 6 oranges 4 veggies 4 meats and 2 fibres.


my power generators are seperated. the one in the engine room powers all of my engines and manufacturing. The mid ship one controls mid ship functions and my grow room.



The one on the upper left powers my crew quarters bridge weapons array. The one on the right controls my prison, guest quarters weapons and scanners.


The solar powers are linked into my power grid to add to everything.


my cargo bins are sorted, I have bins in manufacturing for fuel and energy rods. For raw materials and finished goods. the bin in the food center holds all food stuffs. The one in the med bay holds all medical supplies. I have a bin for guns by the shuttle, and bins by the weapons array that hold power cells (ammunition).


I have three washrooms on the ship which keeps people from pooping their pants.


I have two shuttles, but if I was going to build anything it would be another airlock. But I can strip ships in seconds with two shuttle bays.



I seperated my food room with space ship doors to control the environment. I use space ship doors as well for the engine/manufacturing room, that way I have sealed environments. I have lots of air scrubbers in the engine room because of fires, and lots of oxygen and thermal controllers through the ship.


If I was going to design the ship, I'd want to have a more logical layout with access hall ways, instead of people having to travel through rooms. I'd seperate engineering from manufacturing. And I'd just build one big crew quarter instead of different ones. I'd also like to build a dedicated massive cargo hold. as centralized storage. and then have specific sorted bins.




Oh in terms of lighting, don't go too crazy on it because they drain power like crazy. If I have a section that isn't needed to have human interaction I leave it dark. So there's the scanner room on the top right, and the solar power room just off the med bay that I deft sort of dark.
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Old 07-03-2020, 11:34 PM   #29
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Addon, I'd still like to have multiple levels, I think that would be amazing in terms of ship design.


I'd love more cosmetic furniture choices, it'd be awesome to have desks and decerations to make a Captain Ready Room for example.


I'd love more weapons choices, turrets are cool, but It'd be awesome to have torpedoes or missiles, or even fighters.



I'd love scanners to do more then just scan ships. Having a stellar cartography lab would be cool.



I think I'm going to replace my prison with an autopsy room.
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Old 07-03-2020, 11:36 PM   #30
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BTW I saw the weirdest damn thing tonight.



I shot up a pirate ship and blew its engines out, so you could see the ship depressurize, and I was watching on scanners and all the pirates sprinted into the engine room and jumped out of the back of the ship. I know they were probably trying to repair it, but in my mind they were so afraid of the punishment coming when I boarded their ship that they killed themselves.
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Old 07-04-2020, 03:13 PM   #31
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I encountered the jumpers for the first time. I still only have 4 crew and one of them is a wuss so it's getting tough to clear derelicts.

How do you increase system points? I ran out and need more to add weapons.
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Old 07-04-2020, 10:00 PM   #32
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I encountered the jumpers for the first time. I still only have 4 crew and one of them is a wuss so it's getting tough to clear derelicts.

How do you increase system points? I ran out and need more to add weapons.

Right now, I believe that there is only a total of 16 system points per ship, and each system, scanner, shield generator gun and hull stabilizer is worth 2 points each.


So for me I have 4 turrets (8 points) 2 shield generators (4 points) 1 Scanner (2 points and 1 hull stabilizer (2 points) for 16 points.



There's no way to increase it no matter how big your ship gets. I think this is done to try to make fights somewhat challenging as with a higher system point you could put on like 20 turrets.


When I built my 8 turret gun ship it lasted one jump because I didn't put a hull stabilizer in it.



In terms of the boarders, anyone below 5 will be really apt to panic in the face of determined enemies.



For the most part, you can get away with boarding with 3 for the most part. More crew members are coming you'll find them.



I've found a ton of them in tubes after the third system.


I'm not even going to bother with converting pirates, it costs too much to feed them and house them until their converted. all Pirates are sentenced to death.


I would love to convert some androids though.
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Old 07-04-2020, 11:04 PM   #33
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Right now, I believe that there is only a total of 16 system points per ship, and each system, scanner, shield generator gun and hull stabilizer is worth 2 points each.


So for me I have 4 turrets (8 points) 2 shield generators (4 points) 1 Scanner (2 points and 1 hull stabilizer (2 points) for 16 points.



There's no way to increase it no matter how big your ship gets. I think this is done to try to make fights somewhat challenging as with a higher system point you could put on like 20 turrets.


When I built my 8 turret gun ship it lasted one jump because I didn't put a hull stabilizer in it.



In terms of the boarders, anyone below 5 will be really apt to panic in the face of determined enemies.



For the most part, you can get away with boarding with 3 for the most part. More crew members are coming you'll find them.



I've found a ton of them in tubes after the third system.


I'm not even going to bother with converting pirates, it costs too much to feed them and house them until their converted. all Pirates are sentenced to death.


I would love to convert some androids though.
I have 2 turrets, 3 shields, 2 stabilizers and a scanner. Iíll have to drop a stabilizer to add a turret.

Iím about a third of the way done and no crew opportunities. I can barely keep my ship running and strip derelicts at the same time. I tried to capture some pirates but another ship dropped in and blew them away before I could board.
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Old 07-04-2020, 11:26 PM   #34
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The crew thing is random. I have 16 crew members, and have lost about 5 all from hyper chambers.


I'd drop the stabilizer, I run with one and my ship is huge.


I'd drop a shield too. 2 is more then enough for me. Keep the scanner. Drop the stabilizer and shield and add two turrets and you'll be in good shape for the killing.
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