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Post by slayernz on May 5, 2011 17:20:15 GMT -5
You could always go with the tried and true ... Independently targeting particle beam phalanx (WHAP - fry half a city with this puppy) Tactical Smart Missiles, Phased plasma pulse rifles, RPGs, Sonic, electronic ball breakers. Nukes, Knives, and of course Sharp Sticks.
Then you'll be be an ultimate bad a$$, state of the bad a$$ art!
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Post by void10111 on May 6, 2011 10:28:02 GMT -5
HAHAHA!! if you are on another bug hunt that is
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Post by jarus on May 6, 2011 10:39:42 GMT -5
The last time I tried a Pirate captain, I did pretty well, up to level 28. And then I found this independent smuggler with a really nifty ship, so I took it from him.
I shouldn't have done though, because it had 1 hull left and very little engines/sails. Predictably, next encounter went very very badly!
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Post by Cory Trese on May 22, 2011 11:49:42 GMT -5
Advice: one of the little used features in ST RPG is "Repair Camp"
If you are badly hurt ... land on a wild planet. You'll see the button and a new interface for repairing your ship
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Post by sgtcookie on May 22, 2011 15:11:25 GMT -5
It's also a good way of killing in game time.
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Post by oldalchemist on May 23, 2011 10:38:38 GMT -5
I wish I could do repair camp when I'm not crippled. My mechanic can fix massive damage, but not torn sails? I'd rather it was based on how much metal and crystal you're carrying rather than the level of damage.
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Post by noesis on May 23, 2011 14:22:52 GMT -5
Repair camp does this only exist for pirate class or others also ?? I've never seen this button but Sounds useful. I'd like to try it but would like to know if it is class specific. And any other details anyone would like to share.
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Post by Cory Trese on May 23, 2011 14:25:39 GMT -5
Noesis -- any class can use repair camp, but it is for temporary repairs -- only when the ship is badly damaged.
@old -- maybe you have a point there. the system is in place, why not make better use of the code. ROI is king, after all =)
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Post by slayernz on May 23, 2011 17:28:24 GMT -5
I agree with Old and think that if time is the biggest cost for repairs then having a mechanic/engineer on board should reduce the time factor by 50% or more.
Also, W-F, luxury rations, metal and crystals should be consumed as well. Having all of those resources should reduce time as not having them would require some of your crew to go foraging.
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Post by phantum on May 24, 2011 2:37:19 GMT -5
I have noticed that all repairs are not created equal, sometimes I do a quick repair on sails and find that my water usage is still suffering. I think I read before that parts of the ship have a 'quality' type rating and it is based on materials available when repaired ...
I wonder then if it is worth going out and getting damaged when you get to a better facility so you can re-repair, which sometimes seems to work. Is there any inclination to be able to re-do a repair at a stardock if it is inferior?
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Post by oldalchemist on May 24, 2011 10:19:25 GMT -5
I still want a quality report on ship parts from the mechanical officer. The officer should also be able to repair in camp up to her quality level. Star docks should be able to repair to their rating. Most importantly, if you've got a mechanical officer onboard, you should be able to make repairs or order better repairs if you've had shitty repairs done in a shitty stardock. If you don't have a mechanical officer, a good stardock should also offer a diagnostic service to improve your repairs. (and depending on your negotiation skill and the quality of your mechanical officer you should be able to tell if you're getting sharked!)
When you're landed, fuel consumption should be minimal because the reactors aren't running. Also, the rating of the wild zone should affect water/food consumption. Landing on a magma or toxic world ought to be as bad as being in space, maybe worse. Javat Mining Camp? Just don't pull from the stream with the mine tailings in it and don't eat the wrong plants and you should be able to live off the land.
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Post by slayernz on May 24, 2011 23:38:53 GMT -5
If you have decent quality equipment (ie, you haven't bought everything from a fringe-world independent colony, you should suffer less torn sails when in deep space. I mean to say, I've had it where I've left a planet, and gotten a torn sail within 1AU. I return to the planet to get repaired, and almost the same thing happens again as soon as I depart. It makes me wonder why I go to the effort of zapping the Mynocks before I launch.
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Post by oldalchemist on May 25, 2011 9:05:21 GMT -5
So...Is there a particular planet/dock that's always a good repair spot?
Is it worth it for a wealthy captain to wander in the red for a spell to get some hull/sail damage and then go to a primo repair shop?
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Post by slayernz on May 27, 2011 21:55:06 GMT -5
I've only found the dud places ... often it's Javat or Thulun around the east side of the map. Also, some dodgy independent planets must use rolls of cooking foil and say it's space armor!
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Post by HateSolstice on May 31, 2011 11:19:28 GMT -5
Outside of rumors, do Urban ratings fluctuate during gameplay? If so, how can you really rely on any one place for much?
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