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Post by slayernz on Feb 14, 2016 7:48:26 GMT -5
Hey all, As the ship designer has been out for a while, I'm sure you've all dabbled in creating a custom ship to start your journey into the quadrant. The price limit certainly limits your options, but still gives you a huge number of potential designs. What have you come up with? More importantly - why did you choose those options? My starting ship for Impossible Difficulty is aptly named "Midget" Hull = 11 Armor = 3 Engines = 20 Solar Sails = 22 Crew = 40 Cargo = 50 Guns = 18 Torps = 3 Fast/Medium In-game upgrades Cargo Prow +16 Cargo Escape Shuttle (cos it's Impossible Difficulty!!) Water Fuel Tank Nano-Solar Sail Coating +6 Sails Sail Command Probe (+4 Sails) Resulting in sales =32 (and getting the bonus efficiency for having 30+ sails Midget was designed with efficiency, especially with the painful starting curve you get with Impossible. Water in, water out. I wanted to be somewhat competitive with my gun-bunny approach, hence the 20 engines. Would have preferred 22, but budget kept me below the magical 2 EHr. Cargo was as big as I could manage. Again, I needed to take as much waterfuel with me as I started, and I also needed enough of a hold to carry shortage goods (hunt for the Shortage Rumors!) All in all, it's a good ship. Not perfect by any means. Weak armor means early on, I spent a lot of time fixing up the ship - and myself. Enemy ships were able to close range quite easily until I got to around 30 pilot. I'm still taking the occasional hit with it in combat where I am level 17, and enemy captains are 25-27. Still, I am aiming to hold onto this ship until I'm level 20, and getting Hard Core Elite. THEN - I upgrade to the Slayerz NR4 and see how far I get in the evil challenge that is Impossible Update I've reached level 20 on Impossible difficulty. The ship has held up really well, and as a result, I am sitting on over $1m worth of credits, a ship that only costs 0.04WF per green sector and 1.66 per red. I can carry a max of 91 units of WF, meaning I can comfortably do several contracts without needing to stop and refuel. Doing a shortage gives me 66 units of sales capacity, resulting in over $130k worth of revenue for every shortage I satisfy. Yes, there is often a cost in buying the goods, but I believe the gross profit would be close to $100k per run. Not bad considering the ship cost was less than $118k
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Post by Cory Trese on Feb 14, 2016 9:09:41 GMT -5
Awesome Idea.
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Post by johndramey on Feb 15, 2016 21:19:34 GMT -5
Man, you're going to make me juggle my new Ironman group in battleforce, my fun squad in heroes of steel, and start up ST. Thanks a lot!
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Post by slayernz on Feb 16, 2016 0:48:35 GMT -5
Oh yeah, I'm playing ST again and loving it! I've neglected some of my other games though - sorry Vraes and Tami. I do love you both. Community challenge for March will be a Star Traders game. I got the idea after playing what I was playing. You have to create a ship that costs less than $100k. You then have to play in that one ship with any upgrades you can stick on it until turn 10,000 turn ... or you're dead. It's just a matter of determining what the points will be - and whether contributor will beat us all or not
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Post by johndramey on Feb 16, 2016 1:44:35 GMT -5
I'd definitely be down to try it, although I'll have to play around in the ship designer a bit and come up with a ship I like.
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capthawk
Exemplar
[ * ]
Living and loving ST elite-verse!
Posts: 408
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Post by capthawk on Feb 20, 2016 15:29:49 GMT -5
Oh yeah, I'm playing ST again and loving it! I've neglected some of my other games though - sorry Vraes and Tami. I do love you both. Community challenge for March will be a Star Traders game. I got the idea after playing what I was playing. You have to create a ship that costs less than $100k. You then have to play in that one ship with any upgrades you can stick on it until turn 10,000 turn ... or you're dead. It's just a matter of determining what the points will be - and whether contributor will beat us all or not Lol I'm terrified of these challenges. Just now thriving on Crazy, 3rd try MO. I'll have to wait to post the stats of the starter ship that got this guy going as due to disagreements with SS it was stranded 40 AU from current position. However, I did have the cash, just enough, to fly back out in a Jango One hell bent on revenge. The inspiration for out though was this ship for my second try at Crazy. It almost made it but I way over-used it and it's rep cost was high. Sortie Class I Hull 8 Armor 3 Engines 16 Sails 16 Crew 21 Cargo 45 Guns 12 Torps 3 Upgrades:(lol) wf tank, spy bank, escape pod, record hold, omni-stealth. It did
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capthawk
Exemplar
[ * ]
Living and loving ST elite-verse!
Posts: 408
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Post by capthawk on Feb 20, 2016 15:39:59 GMT -5
Oh yeah, I'm playing ST again and loving it! I've neglected some of my other games though - sorry Vraes and Tami. I do love you both. Community challenge for March will be a Star Traders game. I got the idea after playing what I was playing. You have to create a ship that costs less than $100k. You then have to play in that one ship with any upgrades you can stick on it until turn 10,000 turn ... or you're dead. It's just a matter of determining what the points will be - and whether contributor will beat us all or not Lol I'm terrified of these challenges. Just now thriving on Crazy, 3rd try MO. I'll have to wait to post the stats of the starter ship that got this guy going as due to disagreements with SS it was stranded 40 AU from current position. However, I did have the cash, just enough, to fly back out in a Jango One hell bent on revenge. The inspiration for out though was this ship for my second try at Crazy. It almost made it but I way over-used it and it's rep cost was high. Sortie Class I Hull 8 Armor 3 Engines 16 Sails 16 Crew 21 Cargo 45 Guns 12 Torps 3 Upgrades:(lol) wf tank, spy bank, escape pod, record hold, omni-stealth. It did great in spying and surprised me in blockade, it would make money and not be challenged/discovered often. I made it to be a low signature, fast and quick contact runner and early game spy. I might revisit it someday. Oh yeah, it cost 117,985 which I only remember as it's the closet I've come to the value cap. So funny going to shipyard to see it at 350k-ish in game!
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Post by beverage on Feb 21, 2016 3:40:06 GMT -5
Currently kicking it in the Spectre Stealth based Torper as a Pirate. Pretty sweet as I have been suceeding in Combat and Assassinations etc from the Beginning on Insane Hull 12 Armor 4 (6) Engines 22 (28) Sails 24 (32) Crew 30 Hold 40 Guns 12 Torps 10 Still dallying with the optimal upgrade path but as of now running Advanced Bridge - Helps my Pilot Officer Sail Command Probe - Helps my Pilot Officer Extended Mainsails - After Command Probe bumps Sails past the magic 30 number and improves Torpedo attack Ancient Reactors - Landing Bonus and helps when an enemy can close from long range Heavy bulkheads - +2 Armor (Not concerned with escaping but probably shoulda gone with Weapon Cabinet for Blockades) Always buy Torps from you Ships Flag and you'll be knocking em easily although only level 7 as of now so I'll see how long it lasts. Skill Focus Pilot 12 Tactics 13 Stealth 12 Negotitate 2 (note to noobs, get a minimum of 2 negotiate asap as it cuts each Exchange transaction time from 2 weeks to 1 ) Let ya know when I'm dead
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capthawk
Exemplar
[ * ]
Living and loving ST elite-verse!
Posts: 408
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Post by capthawk on Feb 21, 2016 13:17:41 GMT -5
beverage what a great tip on Negotiate! I'm def noob and will be adding that from now on!
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Post by ChocoCrowbar on Feb 22, 2016 15:33:00 GMT -5
Curious seeing all these ship designs. I'd be up for that March challenge.
My starting ship:
Hull: 9 Armor: 3 Engines: 16 + 6 + 5 = 27 Sails: 23 + 4 = 27 Crew: 40 Cargo: 51 Guns: 13 Toprs: 2
Upgrades: - Ancient Reactors (engines +6) - Titan Components (engines +5) - Crew Xenox Suits (just in case of aliens) - Advanced Bridge System (can't touch me with my superior pilot skillz) - Sail Command Probe (sails +4)
With a Pilot lvl of 27 ish water per turn goes down to 1, so it's not the most efficient ship, but it has kept me alive because it let's me run when the enemy captain is way to overpowered. If it's a merchant, the engines let me maneuver around and blow out it's engines, letting me loot all I want.
If I so choose, instead of Ancient Reactors for +6 engines, a +3 Sails +8 cargo option is available, to reach 30 Sails and hopefully have a very efficient ship.
Work wonderfully for short distance trade routes (Syndicate Capital - Steel Fortress; Javat Prime - Ursae Thulun; Cadar Prime - Syndicate Captial)
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Post by slayernz on Jun 1, 2016 17:56:10 GMT -5
New starting ship Hull 12 Armor 3 Engines 24 Sails 24 Crew 36 Hold 46 Guns 14 Torps 2 Fast/Quick
Yes I am not Cadar - but this ship is the largest starting ship I would want to fly. I've custom-character'd too, with a spy-based character starting with 11 pilot and 6 Tactics.
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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 1, 2016 18:25:20 GMT -5
My starter ship costs just under 118k, and has the following:
14 Hull 6 Armour 24 Engines 24 Solar Sails 45 Crew 54 Cargo (99) 21 Guns 0 Torpedos
Medium Medium
This gives me a solid setup for my custom class Independent Pirate:
9 Charisma 13 Wisdom 13 Quickness 1 Strength
10 Tactics 10 Pilot 1 in all else
I then add: 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
This all combines into a fairly solid build on Challenging for hunting prey. Boosting my Intimidate and Negotiate up to 6 each, I then max out Pilot and Tactics evenly. With such stats, no enemy yet has managed to flee or chase me, even in this bulky battlecruiser.
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Post by slayernz on Jun 1, 2016 18:43:28 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
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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 1, 2016 19:44:52 GMT -5
I assume because it would make me more fuel-efficient?
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Post by slayernz on Jun 1, 2016 19:53:49 GMT -5
increasing engines decreases efficiency - but offset by your pilot skill (as a gun bunny, that's your primary stat), your ship efficiency comes down anyway.
Having higher EHr means that you are able to change ranges more efficiently during combat.
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