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Post by slayernz on Oct 6, 2014 3:50:53 GMT -5
dallasWeapons in the hold are more than just tradable goods. During combat situations, your crew cracks them open to use in firefights with the enemy. Cory Trese has often said that in an ideal world, he'd have 2 weapons for every crew member during a boarding action. I guess he's probably meaning the ones who actually take the leap across to the other ship, and not the cooks and the janitors, and the ones who worry about the little lights that go "bing" on the bridge. Then again, wasn't Stephen Segal just a cook in Under Seige? So that brings another aspect - crew. To operate a ship efficiently, you need a crew member for every gun and every engine you have on your ship. So if you have a ship with 22 guns and 30 engines, and have 40 crew including yourself, then you're going to be inefficient during combat. Sure with high enough pilot skills you can offset this deficiency, but try your best to have crew> guns+engines
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Post by xdesperado on Oct 6, 2014 4:30:12 GMT -5
Actually except on very large crew ships majority of your boarding party is the cooks and janitors etc...basically all the non essential crew for running the ship form the boarding party, so more crew over those required for engines and guns the larger your boarding party is and more effective.
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Post by slayernz on Oct 6, 2014 6:59:45 GMT -5
Yeah - boarding captains NEED expendables - the only shortage you have is the red shirts you make em wear. Blood stains are hidden, but the chest-sized teeth holes in the fabric is just a pain to sew up
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Post by dallas on Oct 6, 2014 7:14:55 GMT -5
qbspy i like all of the factions personally, but my maon choice for who I play under normally comes from career or starting position for obvious reasons. Something about Thulun I like more than most and I have a thing against Rychart although I can't put my finger on why (maybe it's the untrustworthy reputation they have). xdesperado and slayernz - wow, thats incredibly eye opening info! No wonder my crew always gets hacked to bits even when I have a high warrior skill! And the bit about manning your ship with appropriate crew levels is all news to me as well! Yet again I will be approaching ST in a different (positive) light! I always just thought weapons were a rubbish commodity to find when exploring if you didn't find electronics or artifacts. That will make surrendering to patrols less attractive to me now that I'll be having weapons onboard more often. Anything I should know about electronics at this stage?! Sorry, realise it's a bit of a tangent... Cheers
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Post by xdesperado on Oct 6, 2014 7:38:08 GMT -5
Electronics can help out with spying dallas
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Post by dallas on Oct 6, 2014 7:45:26 GMT -5
lol ok, I was thinking of trying to get into surveillance and spy soon... Think I'll leave that until after I've looked into crewing and arming a bit more seeing as I thought I had that sewn up but clearly don't. Didn't realise that for the past year I've probably been sending my captain to board enemy vessels on his own... Maybe I'll have to think of something for the upcoming ST2 lore that I signed up to on kickstarter!!!
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Post by qbspy on Oct 6, 2014 12:22:39 GMT -5
From time to time, some fool captain decides to harass me in the shipping lanes. He feels all kingly because he closes on my ship so fast. Little does he know he's just pulled over Superman and his super friends. Big mistake. I set him adrift with a water fuel and maybe some plants and clothes. Remember though dallas that surrender doesn't mean give up. It means comply with law, more or less. If you got TP and rank, surrendering just saves lives. Just cause you got all those pretty weapons doesn't mean you have to use em. Your reputation is at stake. Congrats on the lore buy in. I'm excited for you.
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Post by ntsheep on Oct 6, 2014 12:31:14 GMT -5
I have found the best way to avoid\defeat the Kranng is to transport adolescent mutated reptiles trained in the Martial Arts.
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Post by beuns on Oct 6, 2014 19:36:52 GMT -5
I have found the best way to avoid\defeat the Kranng is to transport adolescent mutated reptiles trained in the Martial Arts. Agreed but I never managed to find more than 4 of those. I did find one rat mutated once but...he escaped
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Post by dallas on Oct 7, 2014 3:28:45 GMT -5
Well in the absence of any TMNT, some Shalun mercenaries will have to do having weapons in my hold is really making combat easier, I actually had to switch the game off still alive last night rather than the normal Game Over screen as my call to go to bed. Thanks guys!!!
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Post by beverage on Oct 7, 2014 4:55:16 GMT -5
dallas Shalun mercs are my absolute favorite. I remember reading somewhere, correct me I'm wrong that: 1 crew member = 1 attack 1 crew member w/ 1 weapon = 1.3 attack 1 Shalun merc = 2 attack 1 shalun merc w/ 1 weap = 2.66 attack As an added bonus If your crew of 60 is killed down to 15 they will all be mercs, so even though 15 crew is meagre, with 15 weapons they are still equal to 40 normal crew (or 30 crew with 30 weaps) I love mercs, especially for my non combat captains.
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Post by dallas on Oct 7, 2014 7:26:35 GMT -5
Yes the Shalun mercenaries are pretty cool, I always like to think of them like Sardoukar terror troops from the film Dune. Either that or space-age Spartans! Their attacks are crazy if what you've said is correct!!
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Post by dallas on Oct 8, 2014 1:48:18 GMT -5
Aha! My primitive thought of the day- after knowing all of this, the weapons cabinet upgrade suddenly looks a lot more attractive!
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Post by beuns on Oct 8, 2014 2:44:32 GMT -5
Aha! My primitive thought of the day- after knowing all of this, the weapons cabinet upgrade suddenly looks a lot more attractive! One of my favorite. I always go for water-fuel and weapon to avoid burdening my hold. (50 free hold is invaluable especially at start...)
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Post by qbspy on Oct 8, 2014 2:56:34 GMT -5
It's a deep game. For instance, the med bay isn't just a crew and cargo bonus. It saves lives on planetary explorations. Trese is a beast.
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