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Post by bookworm21 on Mar 8, 2017 18:07:34 GMT -5
I feel like the humble scout ship is often overlooked With the correct upgrades and talents (nav modules) you can reduce fuel usage when jumping to 1-2 with ease. This makes it SO MUCH CHEAPER to haul around, especially with the low base fuel consumption and low crew count. Plus your crew level up nice and fast too. Add a passenger cabin, take some long distance, high pay missions and see the cosmos It's a very different way to play, but a lot of fun
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Post by fallen on Mar 8, 2017 18:20:52 GMT -5
I think of it as the true Firefly experience. I love this strategy.
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Courier
Mar 8, 2017 18:42:18 GMT -5
via mobile
Post by bookworm21 on Mar 8, 2017 18:42:18 GMT -5
It's certainly something I would never have thought of doing in STRPG
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Courier
Mar 8, 2017 18:42:44 GMT -5
Post by Cory Trese on Mar 8, 2017 18:42:44 GMT -5
I also love this strategy. The rapid leveling up is so worth it.
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Post by xdesperado on Mar 15, 2017 16:28:57 GMT -5
When we get to the point where we can change ships I see starting with a Scout Ship or similar small ship to be my go to for early game.
Use it to learn whats out there and establish a network of contacts, and level up a solid core of crew and officers. Then once the money is available and that core crew has some experience move to a larger ship tailored to what I want to do in game.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Mar 15, 2017 17:23:45 GMT -5
I gave this a try yesterday on Brutal. Kitted out my Scout ship for high defensive dice rolls and tailored Talents for a quick escape strategy. Essentially, Captain died from two Torpedo strikes at Turn 1. Actually quite odd now that I think about it because I don't remember the Bridge being listed as one of the damaged components, although I could be wrong...
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Courier
Mar 15, 2017 17:47:47 GMT -5
Post by fallen on Mar 15, 2017 17:47:47 GMT -5
I gave this a try yesterday on Brutal. Kitted out my Scout ship for high defensive dice rolls and tailored Talents for a quick escape strategy. Essentially, Captain died from two Torpedo strikes at Turn 1. Actually quite odd now that I think about it because I don't remember the Bridge being listed as one of the damaged components, although I could be wrong... The bridge will damage the Captain every time, but it is not the only way that the Captain can take damage. Big explosions, small ship.
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Courier
Mar 15, 2017 19:40:28 GMT -5
Post by Cory Trese on Mar 15, 2017 19:40:28 GMT -5
You must have already been badly wounded I'm afraid. It simply isn't possible for a two strike. At least, it has never happened in over 5,000,000 combat turns so I'm pretty sure The new warning icons in the next update should help you recognize when you're badly injured.
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Courier
Mar 15, 2017 19:44:03 GMT -5
via mobile
Post by Brutus Aurelius on Mar 15, 2017 19:44:03 GMT -5
Man, everything you guys say about 1.0.29 makes me so excited for it!
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Courier
Mar 15, 2017 22:27:48 GMT -5
Post by athios on Mar 15, 2017 22:27:48 GMT -5
You must have already been badly wounded I'm afraid. It simply isn't possible for a two strike. Yes, quite possible. I think I ran into more than one hostile before being able to find a place to heal up. I'm trying a similar build with the Juror right now. I quite like it! Still a small crew, but less limiting, and the extra Officer and 2 small components are welcome as well.
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Post by Cory Trese on Mar 15, 2017 22:42:56 GMT -5
You must have already been badly wounded I'm afraid. It simply isn't possible for a two strike. Yes, quite possible. I think I ran into more than one hostile before being able to find a place to heal up. I'm trying a similar build with the Juror right now. I quite like it! Still a small crew, but less limiting, and the extra Officer and 2 small components are welcome as well. Right on. In the next update you can clearly see Captain's health. So if something funky is going on, you'll be able to spot it better. As we expand the starting ships, we will NOT forget the smaller ones. New ships won't just be bigger and bigger. We will cover both ends of the spectrum! Both in starting ships and in-game hull designs.
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Post by resistor on Mar 19, 2017 16:31:24 GMT -5
I put a very Steel Song spin on this strategy. Instead of escorting important people, I'm assassinating them. I found the Scout Cutter to be a little too small, so I use the Juror instead. Build details here: startradersrpg.proboards.com/post/184380/thread
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