|
Post by geoklng on Nov 3, 2015 20:53:58 GMT -5
i get a new phone and decided to unlock stuff again with the new game version. I tested a small nut to crack design: Hull 11 Armor 4/11 (+2 heavy bulkheads, +5 Hyperion Superstructure) Engines 24/30 (+6 Ancient Reactors) Sails 24/30 (+6 Advanced Sail System) Crew 27 Cargo 43 (+ Water Fuel Tank) Guns 13 Torps 0 The fuel usage is a bit high at 0,7 on red, but it is small, hard and fast enough to engage in combat.
There is another solution, even smaller: Hull 10 Armor 5/10 (+5 Hyperion Superstructure) Crew 25 Cargo 32(+ Water Fuel Tank and Weapon Cabinet) Engines, Sails and Guns same as above Fuel goes about 0,3 on Red.
The idea was to test if it was possible to reach Armor>=Hull, Sails>=30, Engines>=30 and still have a viable ship for combat and cargo. They make more money crossing the quadrant in $100k Contracts than in shortage runs. And you rarely if ever will be hit by a torpedo or see a target escape from you.
|
|
|
Post by slayernz on Nov 4, 2015 0:18:40 GMT -5
For initial design, Cannot get armor >= hull. General rule is that Armor is 50% or less of hull. You can have it a tiny bit higher, but you can't get it to be equal or greater than hull. Of course, you can do the ship upgrades, and beef up your ship that way. Whack more pilot skill into you and you don't need no stinkin' armor ...
|
|
|
Post by geoklng on Nov 10, 2015 13:27:18 GMT -5
For initial design, Cannot get armor >= hull. General rule is that Armor is 50% or less of hull. You can have it a tiny bit higher, but you can't get it to be equal or greater than hull. Of course, you can do the ship upgrades, and beef up your ship that way. Whack more pilot skill into you and you don't need no stinkin' armor ... So you suggest that Sail Command Probe can be more useful than Hyperion Superstructure as an upgrade to a starter ship design? Hull 10 Armor 5 Engines 24/30 (+6 Ancient Reactors) Sails 24/35 (+4 Sail Command probe,+7 Advanced Sail System) Crew 25 Cargo 32 (+ Water Fuel Tank and Weapon Cabinet) Guns 13 Torps 0
|
|
|
Post by xdesperado on Nov 10, 2015 15:09:37 GMT -5
geoklng for a starter ship I've found a 12 hull better than trying to go straight for a smaller Hull Fast/Quick ship. If you look in posts above you'll see my usual starting design that can be upgraded multiple ways. If your more concerned with fuel efficiency early then reduce engines and boost sails. Also remember if you do get in a fight minimum crew should equal the sum of engines+guns or your below optimal performance. Just my two cents for what it's worth lol.
|
|
|
Post by Officer Genious on Nov 27, 2015 22:25:12 GMT -5
Found some spare time this Thanksgiving to play some more with the Aeternum Vale on Crazy and lose another captain for the Syndicate cause. XD Some info...
AtVale Test 2 Captain: Cadar Zealot Died Turn 1029 [Year 76.41AE] on Crazy XP: 3 left of 114 total at Level 7
Attributes: Charisma 10 Wisdom 10 Quickness 14 Strength 10
Stats: Explorer/Negotiate/Warrior: 1 (My job was to keep people away from me in the first place) Tactics: 10 Stealth: 9 (raised it by one point, reached level 7 and everything went horribly wrong...) Intimidate: 7
Ship Focus: Water-Fuel Upgrade, couldn't get a rumor for any good ship expansions going. >.< Focused on torping at a distance and running away whenever possible, spent my life as a courier ship for long distances.
Cause of Death: A Thulun Dagger Dragon outmanuvered me at ranges long and medium and blew my hull apart. Noticed a repeating pattern of Dagger Dragons causing extensive damage to my ship and requiring a boarding action (and with my low Warrior skill this was UGLY) to get through. Unfortunately, I couldn't get the upgrades I wanted to make my ship viable past level 5 , so I was basically flying my ship in the dark through minefields hopinging to find a streetlight where I could make my ship last against explosions. The mines got me before I could find my streetlight. >.>
GAME OVER.
Starting up At Vale Test 3, focusing on Torps again but this time looking to make money quickly so I can even out my ship by level 6 or 7...
|
|
|
Post by resistor on Nov 27, 2015 22:40:03 GMT -5
Perhaps you should try out the Morifer Telum instead of Aeternam Vale. Less crew and guns, but it is fast and with normal agility.
|
|
|
Post by Officer Genious on Nov 27, 2015 23:16:59 GMT -5
Perhaps you should try out the Morifer Telum instead of Aeternam Vale. Less crew and guns, but it is fast and with normal agility. I did in a previous thread (way back when, startradersrpg.proboards.com/thread/5419/secret-formula-xp-allocation?page=2 ... wassup, contributor ?), but this time I wanted to focus on trying some of the least-loved ships on the forums. There are the ships that everyone loves and uses (couthTEMPUSFUGITcough) and the ones everyone hates (like Aternum Vale), and to prove the theory that EVERYTHING in a TB game is usable in some form or other I wanted to try one of the more difficult ships. Besides being an interesting way to challenge myself (and the board as I am still a bumbling noob 90% of the time), it's a good way to test how prepared I really am. If I can only work with a handful of ships in Star Traders, then I probably don't know as much about the game and all the ways I can eke out an advantage as I could with a bit more knowledge. Not to mention I'm working on making a torp captain viable above Demanding, which is still pretty much a ST unicorn on this board. I'm sure its possible, but it's my pet project to crack the code behind making one workable on higher difficulties.
|
|
|
Post by slayernz on Nov 29, 2015 6:55:08 GMT -5
Man Officer Genious, it is clear that we need a community challenge with the crappiest starting ship, and the crappiest captain class, flying for Steel Song of course (trifecta of crappiness Maybe in the new year. That's something to strive for ... ST Community Challenge, the Crap Trifecta
|
|
|
Post by Officer Genious on Nov 29, 2015 9:30:53 GMT -5
Man Officer Genious , it is clear that we need a community challenge with the crappiest starting ship, and the crappiest captain class, flying for Steel Song of course (trifecta of crappiness Maybe in the new year. That's something to strive for ... ST Community Challenge, the Crap Trifecta I'm game! LET THE TEARS WATERFUEL OUR SHIPS TO PREMATURE DEFEAT!! I finally finished my Aeternum Vale Tests! Here's a writeup of At Vale 3: AtVale Test 3 Died Turn 1848, Year 92.28AE XP: 6 of 231 remaining, Level 10 Credits: $79, 417 (and I just got a new ship. Q.Q) Character Type: Spy Attributes: Charisma: 9 Wisdom: 11 Quickness: 20 Strength: 10 Stats: Explorer/Negotiate: 1 Pilot: 20 Tactics: 10 Stealth: 9 Warrior: 10 Intimidate: 9 About my Ship: WaterFuel Upgrade, +6 Armor, +6 Sails, Command Deck bonus (the one that stacks with Pilot) Review: After I linked geoking to that thread from years ago where I was torping people in my Aeternum Vale like a boss, I recalled contributor debating the merits of maxing out sails on the ship with me. Instead of "balancing" the Vale's terrible engines with its impressive sails, I said "Screw it, I'm not interested in fighting anyway" and simply maxed out my sails. In addition, the Vale starts with 5 Armor to an 11 Hull, which is one of the higher ratios in the starter ships, and I used the same philosophy to add to my Armor, bringing it up to my Hull's level for a rather extreme bonus. Torp shots still hit my Engines and were problematic when I let my Tactics drop and got nailed on my retreats, but otherwise made most damage minimal. Damage while sailing through space was more or less limited to one Sail per event (and often took 3+ events for my to really notice an issue with my WaterFuel consumption). A rather foolhardy bounty ship tried to ram me at close range and instantly Hulled itself from 8-11 Hull to 0. Gunfire bounced off my plating on those rare times I was forced into closer ranges. Basically, I was rocking the world until I bought a new ship (Fast/Medium) and almost immediately encountered a level 30 Krangg* Alien. I knew immediately that I was royally screwed due to level difference (+20 levels to a Krangg!? Grasp ankles, push head between knees and kiss your ass goodbye, spacer!), but safe in the knowledge that my experiment was effectively complete, I died in screaming agony with some measure of peace. Currently working on the Nequitam Erro as a Merchant on Crazy now that the Aeternum Vale experiments are complete. * Why is it always the damn Krangg!?! If I ever pull a lurker or a Brutus Aurelius and go 007 on these Aliens, I'll make it my purpose in life to smash Krangg aliens with extreme prejudice.
|
|
|
Post by Brutus Aurelius on Nov 29, 2015 11:26:05 GMT -5
Man Officer Genious , it is clear that we need a community challenge with the crappiest starting ship, and the crappiest captain class, flying for Steel Song of course (trifecta of crappiness Maybe in the new year. That's something to strive for ... ST Community Challenge, the Crap Trifecta I'm game! LET THE TEARS WATERFUEL OUR SHIPS TO PREMATURE DEFEAT!! I finally finished my Aeternum Vale Tests! Here's a writeup of At Vale 3: AtVale Test 3 Died Turn 1848, Year 92.28AE XP: 6 of 231 remaining, Level 10 Credits: $79, 417 (and I just got a new ship. Q.Q) Character Type: Spy Attributes: Charisma: 9 Wisdom: 11 Quickness: 20 Strength: 10 Stats: Explorer/Negotiate: 1 Pilot: 20 Tactics: 10 Stealth: 9 Warrior: 10 Intimidate: 9 About my Ship: WaterFuel Upgrade, +6 Armor, +6 Sails, Command Deck bonus (the one that stacks with Pilot) Review: After I linked geoking to that thread from years ago where I was torping people in my Aeternum Vale like a boss, I recalled contributor debating the merits of maxing out sails on the ship with me. Instead of "balancing" the Vale's terrible engines with its impressive sails, I said "Screw it, I'm not interested in fighting anyway" and simply maxed out my sails. In addition, the Vale starts with 5 Armor to an 11 Hull, which is one of the higher ratios in the starter ships, and I used the same philosophy to add to my Armor, bringing it up to my Hull's level for a rather extreme bonus. Torp shots still hit my Engines and were problematic when I let my Tactics drop and got nailed on my retreats, but otherwise made most damage minimal. Damage while sailing through space was more or less limited to one Sail per event (and often took 3+ events for my to really notice an issue with my WaterFuel consumption). A rather foolhardy bounty ship tried to ram me at close range and instantly Hulled itself from 8-11 Hull to 0. Gunfire bounced off my plating on those rare times I was forced into closer ranges. Basically, I was rocking the world until I bought a new ship (Fast/Medium) and almost immediately encountered a level 30 Krangg* Alien. I knew immediately that I was royally screwed due to level difference (+20 levels to a Krangg!? Grasp ankles, push head between knees and kiss your ass goodbye, spacer!), but safe in the knowledge that my experiment was effectively complete, I died in screaming agony with some measure of peace. Currently working on the Nequitam Erro as a Merchant on Crazy now that the Aeternum Vale experiments are complete. * Why is it always the damn Krangg!?! If I ever pull a lurker or a Brutus Aurelius and go 007 on these Aliens, I'll make it my purpose in life to smash Krangg aliens with extreme prejudice. The key is high Warrior, Tactics, Crew Xeno Suits, a Templar, and a shitload of guns and torps.
|
|
|
Post by Officer Genious on Nov 30, 2015 14:10:39 GMT -5
First Test ended after a horrible battle with a pirate left me at 1. health. I took his ship, surrendered to a friendly (Trade Permit) Faction and somehow ended up at the killed in action to a pirate screen. o.0 Cory Trese, surrendering to a pirate with a correct Permit killed me at low health? Maybe he didn't like my new ship.
|
|
|
Post by Officer Genious on Nov 30, 2015 14:13:22 GMT -5
First Test ended after a horrible battle with a pirate left me at 1. health. I took his ship, surrendered to a friendly (Trade Permit) Faction and somehow ended up at the killed in action to a pirate screen. o.0 Cory Trese, surrendering to a pirate with a correct Permit killed me at low health? Maybe he didn't like my new ship. Will note that I thought something flashed about my ship taking damage from a storm, but it may have ran close enough to the end of the surrender screen to confuse me. Either way, the death scene was off. If I did die because my ship took damage while sailing while I had 1 health, it shouldn't say anything about pirate action. Rather confusing.
|
|
|
Post by Cory Trese on Nov 30, 2015 15:26:13 GMT -5
Thanks for everyone's help!
|
|
|
Post by Officer Genious on Dec 6, 2015 9:57:11 GMT -5
Having a hellish time with Neutiquem Erro. Can't make money with contracts as even the most basic independent ships can catch me once I piss them off enough, and I rather need that money to make any upgrades to the ship/for rep to make those Trade Permits available. Hell, I get rammed to death, robbed or hulled every time. Robbery wouldn't be so bad if I wasn't fighting fuel consumption of 1.2+ to 2+ and constant sail tearing for WF issues, and ergo mutinies everywhere. Turning into the nightmare of hell in space! Gonna check old threads, think lurker posted a tip for this ship...
|
|
|
Post by Cory Trese on Dec 6, 2015 11:13:41 GMT -5
What do you think would improve the Neutiquem Erro enough to make it playable for you?
|
|