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Post by Officer Genious on Aug 20, 2016 22:24:10 GMT -5
So I'm looking into a boarder Captain and I all ready cheated this game trying to make a boarder survive the early levels (that 40k+ contract ran me into some pretty scary pirates just trying to stop me from caching water fuel. I guess they hate water fuel?). So I'm curious...
What's a good starter ship? What ships do you look for? What else should I know?
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Aug 21, 2016 1:43:48 GMT -5
I use Aperio Caliga, due to 25 Wf with no signature it leaves me undetectable for pirates (they have no interest in my cargo). I cannot give you any further tips right now, because since I have a ship designer, I just design myself a ship. Nevertheless, it's important to have decent crew and huge cargo hold for lots of weapons. Also, you should decide which boarding captain you want. Do you want a captain that boards and sustains or a captain that boards, retreats, guns, boards,... To me the first one is easier, because it only requires huge warrior. For the second one you need huge pilot and decent tactics to be able to withdraw without too much of casualties.
AS for the initial survival, it's still the same. If you have 6 intimidate, you just need to kill off your crew to the minimum of 4 and the morale stops dropping. If you don't want to do it, then keep your signature low at least until you get trade permits.
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Post by Officer Genious on Aug 21, 2016 11:22:15 GMT -5
I use Aperio Caliga, due to 25 Wf with no signature it leaves me undetectable for pirates (they have no interest in my cargo). I cannot give you any further tips right now, because since I have a ship designer, I just design myself a ship. Nevertheless, it's important to have decent crew and huge cargo hold for lots of weapons. Also, you should decide which boarding captain you want. Do you want a captain that boards and sustains or a captain that boards, retreats, guns, boards,... To me the first one is easier, because it only requires huge warrior. For the second one you need huge pilot and decent tactics to be able to withdraw without too much of casualties. AS for the initial survival, it's still the same. If you have 6 intimidate, you just need to kill off your crew to the minimum of 4 and the morale stops dropping. If you don't want to do it, then keep your signature low at least until you get trade permits. I'm open to custom ship tips, but what ships do you buy after? Do you aim for quick agility or medium all round with high crew?
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Post by resistor on Aug 21, 2016 12:45:52 GMT -5
...Also, you should decide which boarding captain you want. Do you want a captain that boards and sustains or a captain that boards, retreats, guns, boards,... To me the first one is easier, because it only requires huge warrior. For the second one you need huge pilot and decent tactics to be able to withdraw without too much of casualties... Painful flashbacks... Has anyone actually made a board-retreat-gun-board captain work on high difficulties? I'm considering trying it again, although I should probably make a regular boarding captain first, to better understand it.
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Aug 21, 2016 13:54:56 GMT -5
...Also, you should decide which boarding captain you want. Do you want a captain that boards and sustains or a captain that boards, retreats, guns, boards,... To me the first one is easier, because it only requires huge warrior. For the second one you need huge pilot and decent tactics to be able to withdraw without too much of casualties... Painful flashbacks... Has anyone actually made a board-retreat-gun-board captain work on high difficulties? I'm considering trying it again, although I should probably make a regular boarding captain first, to better understand it. Board-retreat-gun is a boarding captain with low warrior. He capitalizes on the weapons bonus in boarding. It is fairly difficult to make this captain work, as there are several key differences to sustained boarding. Frankly put, while you can get away pretty easily with having a Medium/Medium ship during sustained boarding (because you are capitalizing on your warrior skill to board), having a quick ship is a must while board-retreat-gunning (because you need the pilot bonuses for retreating), which is quite unpleasant, because since you have a fairly low warrior skill, your ship is susceptible to hull and engine damage during boarding and since you need to have a small hull, the damage can be quite lethal. The damage to the ship may be decreased by bigger tactics, but at the cost of pilot, I don't know.. .
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Aug 21, 2016 14:15:10 GMT -5
I use Aperio Caliga, due to 25 Wf with no signature it leaves me undetectable for pirates (they have no interest in my cargo). I cannot give you any further tips right now, because since I have a ship designer, I just design myself a ship. Nevertheless, it's important to have decent crew and huge cargo hold for lots of weapons. Also, you should decide which boarding captain you want. Do you want a captain that boards and sustains or a captain that boards, retreats, guns, boards,... To me the first one is easier, because it only requires huge warrior. For the second one you need huge pilot and decent tactics to be able to withdraw without too much of casualties. AS for the initial survival, it's still the same. If you have 6 intimidate, you just need to kill off your crew to the minimum of 4 and the morale stops dropping. If you don't want to do it, then keep your signature low at least until you get trade permits. I'm open to custom ship tips, but what ships do you buy after? Do you aim for quick agility or medium all round with high crew? Since I am a heavy Warrior builder, other stats need to suffer. I capitalize on warrior skill to feed my leviathan upgrade and on having a huge ship, because it minimizes the boarding ship size bonuses aliens have when we fight. To me the most important is max ship hull, max armor, max crew and cargo to store weapons. I have only 40 engines and solar sails to make sure that I have as much crew as I need, and I carry only the necessary minimum of guns and torps. With 36 hull it is impossible to have a quick ship, but since aliens don't have quick ships, it is no bother. I don't know how much use you find from this. But the most important is to remember the Golden chess rule: Develop a plan and place your pieces accordingly. If you want to build a captain, ask what do you want from him and build him accordingly. For example resistor uses quick ships for boarders, but for me these ships are useless, because I want to put my boarders against aliens (and with their huge hulls and armor values I just need a huge, not fast ship). Against aliens it is better to be a mass of muscle and no brain, because sooner or later you find an alien 3.5x your level that will just overpower you without breaking a sweat. However, if you don't intend to hunt aliens, feel free to sacrifice some hull size for a quick ship, because regular enemies don't have that huge ships, and some warrior for pilot, because against regular enemies you will never need this much warrior skill (and the ramming of well built Pirates is actually quite deadly).
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Post by Officer Genious on Aug 21, 2016 21:50:14 GMT -5
I'm aiming for prolonged boarding, but I have a hard time boosting Tactics, pilot, warrior and intimidate at the same time.
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Post by Officer Genious on Aug 21, 2016 22:23:38 GMT -5
You know what, I have an even better question: as an M.O., is it worth trying to get three factions to love you as soon as possible? Or should I just stick with one and boost it up?
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Post by Zer0Winds on Aug 21, 2016 22:33:27 GMT -5
I usually get two factions to like me, and one faction to love me.
In the beginning, I do contracts for my starter, get a good rep, then do contracts for the other two to at least be able to buy a promotion or two. By the time I'm combat ready, I have quite a good rep with the three factions, my starter being the highest usually.
Don't take advice from someone who's been dying lately though. I'm thinking I have to rethink my strategy.
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Post by ntsheep on Aug 21, 2016 23:45:41 GMT -5
I'm aiming for prolonged boarding, but I have a hard time boosting Tactics, pilot, warrior and intimidate at the same time. Don't we all Damn it number 3! Get away from that laptop!
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Post by Zer0Winds on Aug 22, 2016 0:06:14 GMT -5
Hey sheep, do you really have multiple personalities, or is it just a joke?
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Post by ntsheep on Aug 22, 2016 0:28:18 GMT -5
Sometimes I do wonder myself. I question myself about it and come up with interesting answers.
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AA
Templar
Torps away!
Posts: 1,382
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Post by AA on Aug 22, 2016 2:10:51 GMT -5
Me too...
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Aug 22, 2016 5:57:18 GMT -5
You know what, I have an even better question: as an M.O., is it worth trying to get three factions to love you as soon as possible? Or should I just stick with one and boost it up? My strategy is that I am peaceful until I am ready, so at the beginning I get permits with everyone and don't bother with the rep too much. Then I raise tactics to 30 and participate in spy and solar wars, which earns me great reputation with everyone. It's better if you are liked by everyone than hated by everyone if you ask me, you can always get away with destroying ships, because the spy and solar wars give huge reputation boosts ^_^ I wonder, is it just me who ignores what the description says? For example I create not bounty hunting bounty hunters, etc
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Post by Officer Genious on Aug 22, 2016 10:24:09 GMT -5
After many failed attempts I got a captain going. He's not even lvl 10 yet but he's alive and that's what counts. XD
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