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Post by woodgrim on Nov 8, 2019 15:35:48 GMT -5
Hello...
So I'm just trying to get a good start as a pirate and I need some advice...
I saw some let's play videos on Youtube, I read some guides but I'm not sure...
I want to build a space combat only build, probably pirate and I don't know what's the best way to start.
Would you put Attributes to A, Skills to B, Pirate to C, Scout Cutter to D and Military Officer to E?
Or: Attributes to A, Vindex to B, Skills to C with all points into Tactics?
or: Skills to A, Vindex to B and Attributes to C, with 30 Charisma, rest in Wisdom?
My thoughts are that it doesn't matter with what ship I start, I still can earn a better one, right?
I'm glad for any advice.
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Post by daveal on Nov 8, 2019 17:46:50 GMT -5
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Kobey
Consul
Dazed and Confused
Posts: 108
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Post by Kobey on Nov 8, 2019 18:07:49 GMT -5
omg...and just like that poof...everything he never even knew he needed to know...lol...well done! One thing I was going to add was starting with Experience at the bottom "E" made a difference for me. I got to take a bit of time as they leveled to see a lot more going on and make it ideal for myself.
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Post by Cory Trese on Nov 8, 2019 21:41:17 GMT -5
Hello... So I'm just trying to get a good start as a pirate and I need some advice... I saw some let's play videos on Youtube, I read some guides but I'm not sure... I want to build a space combat only build, probably pirate and I don't know what's the best way to start. Would you put Attributes to A, Skills to B, Pirate to C, Scout Cutter to D and Military Officer to E? Or: Attributes to A, Vindex to B, Skills to C with all points into Tactics? or: Skills to A, Vindex to B and Attributes to C, with 30 Charisma, rest in Wisdom? My thoughts are that it doesn't matter with what ship I start, I still can earn a better one, right?
I'm glad for any advice.
If you want to fight, investing in a good ship for your first game is worth the trade off. Thanks for joining the forum!
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Post by ntsheep on Nov 8, 2019 22:35:39 GMT -5
First step for pirate, get a parrot.
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Post by woodgrim on Nov 9, 2019 0:34:10 GMT -5
Thank you... The guide is awesome, I already found it, but it looks like your emphasis is on crew combat. I don't need quickness, right? On the other hand, starting with 10 command and 10 tactics will help a lot.
And don't you make contacts anyway over time? So setting it to B or C seems to be a waste?
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Post by daveal on Nov 9, 2019 10:48:58 GMT -5
Thanks for the feedback. Quickness is critical for crew combat initiative, and also takes part in some encounter resolutions (ie, roll stealth plus captain quickness). After I wrote this guide, I also did some investigation of crippling ships instead of destroying them, which is here: steamcommunity.com/app/335620/discussions/0/1694969361103376368/It's true that eventually you make lots of contacts. That happens once you have navigators and e-techs around level 10; or if you specialize with a low level merchant. It's a lot easier to get missions in the early game with a higher contact level. This way, you are more likely to be able to get multiple missions that go to the same destination, so you can make money faster.
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Kobey
Consul
Dazed and Confused
Posts: 108
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Post by Kobey on Nov 9, 2019 12:47:55 GMT -5
Quickness is critical for crew combat initiative, and also takes part in some encounter resolutions (ie, roll stealth plus captain quickness). After I wrote this guide, I also did some investigation of crippling ships instead of destroying them, which is here: 100% for ^ right there. Initiative in general is probably one of the most critical combat things period. Once you "see" how it decides the order of everything (especially in crew combat) you can really plan your attacks. For example (and I've maybe taken it to extremes) but I've picked specific talents for specific positions and even taken into account the random starting rolls so regardless of who starts there is a method to my buff's and attacks. Furthermore "reading" the init during combat really is more than 1/2 the battle. It's easy to over look but when you take into account your oppositions init against your own and what your options for actions (or more specifically getting the most out of those actions) are you can see that it's not always best to take out the weakest first and instead you could knock out someone stronger who was going to attack before the weaker opponent. As for me I do put Contacts at "D" but my last 2 Captains had focus on Diplomat, Spy, Smuggler, and Merchant skills which made contacts overwhelming everywhere by the 3rd century. I think I have 41-contacts going up the north-west-north dog leg of the default map starting from "Sween Belt"...and I've never once traveled up that direction as of yet. I'm not nearly as competent in regards to combining jobs and talents for maximum effect but so far I've found all the combinations (within reason) work intuitively. Exo-scout + Explorer Merchant + smuggler Solider + Xeno etc...I think almost every aspect of this game is rather naturally balanced (due to excellent planning), so you really can just have fun playing with what you feel like doing...and you can always (and probably should) retrain when you've leveled more. I also really like how even though the officers are the most versatile fact is the "crew" will be better in their chosen single field. Really is a synergistic accomplishment when it all comes together.
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