Darth Cthoras
Star Hero
For the Sith, the Cadar, and the Xenos!
Posts: 557
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Post by Darth Cthoras on Jun 1, 2016 19:57:52 GMT -5
Ah. Not that I've noticed any problems with chasing or fleeing as yet.
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Post by Zer0Winds on Jun 21, 2016 3:33:51 GMT -5
I just bought the ship designer, and just noticed (after looking at this thread) you can make a custom starting ship. So this is my first custom ship, it's a freighter for my merchant
ST-01 Freighter Hull 10 Armor 7 Engines 19 Sails 24 Crew 30 Hold 55 Guns 10 Torpedoes 5
Geared for carrying a lot of cargo while having a low hull and good engines/sail to escape pirates. Though, I'm not sure how well it'll work. Tried not spending too much on it. Um, also, crew isn't as important for a merchant, right? Wasn't it more for MOs and Explorers?
So looking at this design (haven't gotten around to using it yet) would it be a good ship?
EDIT So, soon after posting, I tried it. It's working nicely... It's my stupid mistakes screwing me up! (Example, I went to press the status button, wasn't paying attention, and I pressed surveillance. I encountered a bounty hunter who attacked me I surrendered, and he apparently hit me with a grenade.)
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Post by Cory Trese on Jun 21, 2016 12:11:59 GMT -5
Nice ship!
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Darth Cthoras
Star Hero
For the Sith, the Cadar, and the Xenos!
Posts: 557
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Post by Darth Cthoras on Jun 21, 2016 22:18:45 GMT -5
That'll be a good gun-bunny pirate ... lots of cargo upgrading though. I'd almost be tempted to throw in one of the engine upgrades to get your EHr over 2 Took your advice. My most recent ship's an Independent Star Trader (aligned with Cadar, obviously). 8 hull 2 armour 16 engines 16 solar sails 18 crew 55 cargo (100 after upgrades) 6 guns 7 torps Upgrades: Cargo Pod x2 Cargo Prow Cargo Vault Water-Fuel Recycling Plant Base stats: 19 quickness 15 wisdom 1 charisma 1 strength 19 pilot 1 all else Currently: goo.gl/photos/7y7gzPFxV1rkgXA9A
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Post by nono on Aug 29, 2017 7:36:19 GMT -5
Negotitate 2 (note to noobs, get a minimum of 2 negotiate asap as it cuts each Exchange transaction time from 2 weeks to 1 ) Hi to all, I'm a noob indeed, only starting the game - and finding it promising I would like to know whether the above statement is true. It doesn't seem verified in game for me. The only thing I found on this matter is in the manual : The expenditure of time is linked to the following facts: (...) Have more Negotiation than Prince is fasterThanks !
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Post by Zer0Winds on Aug 30, 2017 0:12:18 GMT -5
Tagging Cory Trese, fallenI, despite my playtime as a merchant... Don't ever see notable differences with negotiation. However, I'm unobservant. That's probably why I die a lot.
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Aug 30, 2017 1:14:04 GMT -5
Negotiation shortens time you spend during promotion ceremonies and stuff. However, the most notable difference is still during merchandise where 30 negotiation pretty much cuts all trades to 1-3 weeks.
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Post by nono on Aug 30, 2017 1:38:21 GMT -5
Thanks a lot for the answers. As a bounty hunter, I guess I will not waste any XP in nego then.
I have a lot more questions, but I will open a new thread if I don't find the answers in the forum. Only one for now, kinda related to the title of this thread : is there any up to date ships spreadsheet ? the only one I found was for version 4.9.x (I know that more ships were added yesterday, so I don't really expect an up to date version, but a more recent one would do !)
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Aug 30, 2017 3:51:09 GMT -5
There is not as far as I know.
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Post by resistor on Aug 30, 2017 12:05:21 GMT -5
Thanks a lot for the answers. As a bounty hunter, I guess I will not waste any XP in nego then. I have a lot more questions, but I will open a new thread if I don't find the answers in the forum. Only one for now, kinda related to the title of this thread : is there any up to date ships spreadsheet ? the only one I found was for version 4.9.x (I know that more ships were added yesterday, so I don't really expect an up to date version, but a more recent one would do !) Here is the most up-to-date ship list I am aware of: docs.google.com/spreadsheets/d/1AaeMjCPdT7yficRUVB1cA9hoB5YmE-RwOG21dLcaOoQ/htmlviewIt is apparently dated January 9th 2017, so it has almost every ship in the game listed.
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Post by nono on Aug 31, 2017 2:25:37 GMT -5
Wow thanks ! Nearly 800 ships whereas the old file was 400-ish ...
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Aug 31, 2017 5:11:21 GMT -5
Yup, there are lots of ships, which makes it hard to orientate... I have a custom builder anyway, so not that I really care
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Darth Cthoras
Star Hero
For the Sith, the Cadar, and the Xenos!
Posts: 557
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Post by Darth Cthoras on Oct 4, 2017 1:20:26 GMT -5
Came up with a new starter ship, costs just under 118k, and has the following:
14 Hull 6 Armour 24 Engines 24 Solar Sails 39 Crew 58 Cargo 8 Guns 10 Torpedoes
Medium Medium
This gives me a solid setup for my custom class Independent Star Trader:
6 Charisma 19 Wisdom 20 Quickness 1 Strength
3 Tactics 3 Pilot 1 in all else
I then add all the following, often replacing one of the cargo mods with an engine mod: Structural- Cargo Prow +16 Cargo Combat- Cargo Pod +7 Cargo Interior- Cargo Vault +12 Cargo Armament- Cargo Pod +10 Cargo Propulsion- Water-Fuel Recycling Plant
Boosting my Intimidate and Negotiate up to 6 each, I then max out Pilot and Tactics evenly.
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Post by Overkill on Jan 28, 2018 8:04:25 GMT -5
Once I got this post all written up I realized this was a starting ship thread. This was not a starting ship but I'll post it anyway. The price before upgrades was, I believe, in the 1.2 mil range. Below are the final post-upgrade stats.
Hull 22
Armor 11
Engines 57
Sails 51
Crew 63
Hold 170
Guns 51
Torps 5
Speed FAST
Agility QUICK
Red 0.32
Green 0.00
Structural: Ancient Reactors (+6 Engines)
Combat: Hyperion Exo-Suit
Interior: Advanced Bridge System
Propulsion: Null Field Generator [Makes detection of the ship harder for Faction ships. Reduces encounters in Deep Space. Increases encounters with Aliens.]
Armament: Omni-Stealth Array [Major bonus for moving in deep space without encounters.]
Ship designed and purchased via De Valtos star dock.
De Valtos bonus:+6 Max Guns, +10 Max Cargo
Officers: Political Officer Military Officer (I plan to dismiss him in favor of the Pilot) Fire Commander
Captain's reflections: This is my first ship design and I wanted to build this ship as a gun bunny/freighter/smuggler. Although being relatively massive it does seem to attract attention, hence the Null-field generator and omni-stealth array. Piloting this ship is incredible compared to the stock issued vessel. On a more personal note, I am a new captain and am still discovering my style. I started this game as a MO with (tries not to vomit) Cadar. I've been progressing well on difficulty normal and feel ready to move up.
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Jan 28, 2018 10:11:39 GMT -5
Just don't use the Null field generator on higher difficulties unless you want to encounter aliens. Omni stealth array is often enough.
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