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Post by xdesperado on Feb 22, 2016 18:21:58 GMT -5
Custom Character is great and I sort of abuse it lol. MO is my preferred class, benefits are just to good, but with the Custom Character designer mine start off looking nothing like the regular MO class. First I trade skills for Ability points, reason skills are cheaper to raise so higher my base ability scores are longer I can postpone raising them. Second I take Strength down to 1, yes I said 1, reason is that raising strength doesn't raise Captains level so regardless if it's 1 or 100 you'll be same level. I'll raise Quickness to 20 so it gives me plenty of room to improve pilot before worrying about that. Rest of ability points get split evenly between Charisma and Wisdom.
Then back to skills, all my points go into Pilot, my first order of business with any new captain is to get pilot up to at least starting ships hull size as fast as possible to increase efficiency.
My Custom starting ship has 12 hull, 3 armor, 24 engines, 19 sails, 45 crew, 55 cargo, 21 guns and 0 Torps.
Torps cost money to replace and you need rank unless your getting Indy torps or looting them, plus early game looking to avoid combat as much as possible. The heavy gun compliment is for when I do start engaging in combat I've got a deadly Gun Bunny ship. Typically I pile on Cargo, fully moded the ship will have 96 cargo capacity and 55 crew. Sometimes I'll go with the weapons cabinet others I'll go for the escape shuttle. Either way it can remain an effective ship well into the game and will get dry docked for cache and as an emergency backup in case the replacement gets destroyed and my captain survives.
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capthawk
Exemplar
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Living and loving ST elite-verse!
Posts: 408
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Post by capthawk on Feb 22, 2016 18:22:13 GMT -5
Nice choco! Hadn't thought of that combo, my Pirates have been more toward combat and just sell for whatever profit. But a pirate that picks his port to sell for the most possible gain, including Alliance gains, Spy War record gains for rep... I might have to make one! Fun way to explore the markets.
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Vraesrial
Exemplar
The absolute God of Hyperdeath, an outlander, and the bad pun king.
Posts: 278
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Post by Vraesrial on Feb 22, 2016 18:26:19 GMT -5
I find that raw power can turn any situation in your favor;)
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capthawk
Exemplar
[ * ]
Living and loving ST elite-verse!
Posts: 408
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Post by capthawk on Feb 22, 2016 19:42:53 GMT -5
Isn't it cool you can't duplicate starter ships? Well, at least I tried to model one off the Aperio and hull to armor, and engine to sail aren't allowed!
Grant me Shauln blessings fellow spacers. About to run my first elite Insane MO.
I like knowing what prices you got too.
Cool idea on trading skills and attributes desperado, I just made one using that switch but differently: Att: 10, 10, 12, 14. Skill: 1,2,2,1,2,2,1
Here's my custom ship build. $117,998! Haachol Eluder Hull 9 Armor 5 Engines 10 Sails 18 Crew 18 Cargo 43 Guns 8 Torps 4 -wf cargo space and wf economy, low signature. Surremder early strategy. Dry dock early as I can.
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Post by ChocoCrowbar on Feb 22, 2016 19:48:06 GMT -5
If I add 1 more Solar Sail to the initial design, it ends up costing 177,965. But then the Engine/Sail numbers aren't the same, and that would bug me to no end. So it ends up costing like 116,500 or something.
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Post by xdesperado on Feb 22, 2016 20:41:25 GMT -5
Just a note for those using custom ship designer. Cory Trese a long time ago posted that ships always retain their starting speed/quickness ratings regardless of upgrades. So if your ship at creation is medium/quick it will always be medium speed regardless of putting extra sails on it to raise it past 2-1 ratio. The extra sails will help with WF and you'll be faster than other medium speed ships but a any ship with Fast speed will still have advantage in combat. Same for engines and quickness. That's reason why when buying/designing any ship I pay close attention to starting stats and make sure if I want a Quick and/or Fast ship it hits the 2-1 threshold before any planned upgrades. Also keep in mind for maximum combat effectiveness you need a minimum number of crew equal to engines+guns. If your planning on going bloody boots then you'll want even higher number of crew.
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Vraesrial
Exemplar
The absolute God of Hyperdeath, an outlander, and the bad pun king.
Posts: 278
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Post by Vraesrial on Feb 22, 2016 20:56:06 GMT -5
Yep! Frankly, I have never really cared about my speed (Just cause:P), but he's right. Having a large crew is useful, as well, but make sure you have a large enough cargo hold to store the WF needed to compliment that.
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capthawk
Exemplar
[ * ]
Living and loving ST elite-verse!
Posts: 408
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Post by capthawk on Feb 22, 2016 23:05:31 GMT -5
Oof I was doing great with my Insane MO, made lvl 8 and was making headway steadily shipping RP back and forth to my all 6 friendly factions. Then I decided to cache 10 lousy weapons to make room for some electronics to switch conflicts. Terrox found me. I rammed twice as I had pod on but I didn't pop and he boarded me. I fought valiantly, and died among the stars I loved. Ship worked great as early errand boy. I added smugglers hold to make it easier to get going, then pod, wf tank, Prow Superstructure, and Omni-Stealth. Going back to try again!
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Post by ChocoCrowbar on Feb 23, 2016 10:06:16 GMT -5
What xdesperado said raises a doubt...
If you're ship starts out with Fast/Medium but manages to raise engine to a 3 Engine to Hull ratio (EHr), still maintaining the Medium property, where does it stand when going up against a Quick 2 EHr? About the same, little bit at a disadvantage?
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Post by xdesperado on Feb 23, 2016 12:29:14 GMT -5
What xdesperado said raises a doubt... If you're ship starts out with Fast/Medium but manages to raise engine to a 3 Engine to Hull ratio (EHr), still maintaining the Medium property, where does it stand when going up against a Quick 2 EHr? About the same, little bit at a disadvantage? Afraid that's something Cory Trese will need to answer. Been years since the conversation and don't think it ever really got into specific details on actual effects.
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