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Post by Fourth Horseman on Nov 22, 2019 10:40:57 GMT -5
I am very slowly figuring out this fantastic game. Still working my pirate mainly but I do have questions about thev3 standard orbital ops.
Obviously, a pirate tends to blockade looking for merchants, smugglers, and explorers. I seem to have better luck blockading systems that have high star port and low military.
My questions are what are the better stats to look for in each of the orbital ops and what is tested in each.
Side question, merchants seem to carry around low TP garbage that isn't worth fighting over. Is there a way while blockading to get a better chance at finding smugglers or explorers?
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Post by Ahab on Nov 22, 2019 11:13:24 GMT -5
Watching for certain rumors will help. Quadrant rumor of Artifact Find, for instance, will increase smugglers, merchants, spies, and explorers (but also military officers), as well as the likelihood of interesting cargo. Quadrant rumor of Merchant fleet will increase merchants, and improve their cargo. And you can look for rival pirates during a Pirate Fleet rumor. Planet rumor of Trade Blockade increases smugglers during patrol and blockade, but also military.
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Post by Fourth Horseman on Nov 22, 2019 11:20:29 GMT -5
I tend to have a few copies of getaway early on and then skip off the void for military ang BH
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Post by daveal on Nov 22, 2019 11:50:36 GMT -5
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Post by Fourth Horseman on Nov 22, 2019 12:22:53 GMT -5
I do both loot and salvage. We're pirates, no quarter, no mercy. I stay back and use high cripple weapons to see if I can avoid boarding. Once i have captured the ship I conscript any replacements I may need, loot, take fuel, destroy, salvage. I won't make the Hunna upset though.
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Post by Fourth Horseman on Nov 22, 2019 12:35:57 GMT -5
I have read your pirate guide and base my build from yours. Differences are I have skills-A Ship-B I play around with attributes and Contacts at c or d (I seem to like contacts at D and use talents for more contacts. I choose pirate and smuggler for starting contacts as the map I like let's the smuggler provide RTG which I sell at a TL1 Idie world 2 jumps away)
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Post by Fourth Horseman on Nov 22, 2019 12:37:27 GMT -5
Can you explain to me if a nav and pilot assist are necessary? For the Nav assist, I only see the benefit of the lower fuel to jump.
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Post by resistor on Nov 22, 2019 13:07:37 GMT -5
Can you explain to me if a nav and pilot assist are necessary? For the Nav assist, I only see the benefit of the lower fuel to jump. More Nav skill can help with accuracy and range change at 4-5 range. Whether or not that is worth a small slot to increase it is up to you.
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Post by Fourth Horseman on Nov 22, 2019 14:47:39 GMT -5
I tend to close to 4 range and pop perfected approach, use 2 2rp torps, a missle, and a plasma gun, so I can see the value.
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Post by Fourth Horseman on Nov 22, 2019 22:26:54 GMT -5
Btw. I've never seen that button there. I feel kind of dumb now. Lol
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Post by Cory Trese on Nov 23, 2019 8:37:11 GMT -5
Btw. I've never seen that button there. I feel kind of dumb now. Lol what button?
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Swami
Templar
[ Heroes of Steel Supporter ]
Lost
Posts: 1,004
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Post by Swami on Nov 24, 2019 17:04:46 GMT -5
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Post by mishaadams198828 on Nov 24, 2019 17:08:22 GMT -5
A mysterious button is mentioned I want to press but don't know where it is!!!!
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Post by resistor on Nov 25, 2019 0:38:26 GMT -5
I think he meant in the mobile UI the button to show risk/reward factors? That is a button for that right? I haven't played STF on mobile since alpha, but I'm pretty sure I once saw a screenshot with that button.
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Post by fallen on Nov 25, 2019 7:23:05 GMT -5
Yep, if the screen is small enough, Risk/Reward list is replaced with a button to pop it open.
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