

And they can be shot down by point defense. The catch is most of them (there are exceptions) limit your ammunition.

With energy and ballistic weapons, you’re often limited by power draw - that Heavy Blaster with ~700 DPS looks nice but then you put two in and you realize you’re tapped out on flux after three salvos, that kind of thing - but nearly all missiles cost 0 flux to fire. When you’re setting up your ships, you get a lot of flexibility with missile slots. ISS Long Arm and ISS Boanerges (Weevil class): two heavy frigates armed with long-range ballistic weapons.ISS Nephtys and ISS Anuket (Tempest class): two fast, high-tech attack frigates armed with beams to quickly dispatch small targets and pressure larger ones with flanking attacks.ISS Chimera (Sunder-U class): my destroyer, basically a Tachyon Lance floating through space.I’ve built up a pretty solid little fleet:
STARSECTOR SHIPS IBB MANUAL
So thanks for starting the thread and getting me re-addicted!īaddies Straight Out of the Monster Manual
STARSECTOR SHIPS IBB MODS
Things still get easier as you build up, but between the games economy and the mods installed the game is giving me a lot more playtime than before. Suspending repairs as your supplies dwindle, carefully sneaking by big pirate fleets, rotating ships off active combat duty so a bad move doesn't total your fleet. The game has a much better feel these days, the economy means fleet build up is a bit slower and setbacks can really put you in the mind frame of an independent fleet captain. This is probably the third or fourth major setback I've encountered in my rise to power (though the other ones saw me losing my ship as well) and it has been kind of fun riding the roller coaster. I'm glad I stored a Wolf back at the abandoned terraforming so I'm not completely out of the hole yet, but it will take a bit to build a good fleet back up again (especially since my game is dead set on making Lashers the rarest ship in the universe). I can't even believe I made it out alive, but I thrashed the rest of 'em and managed to limp back to a nearby world to lick my wounds. It was a pretty fun fight all told, by the time the rest of my fleet went down I was pretty badly mauled and was still facing down a destroyer and 3-4 frigates.
STARSECTOR SHIPS IBB SKIN
Made it out by the skin of my teeth but most of my fleet was totaled in the process (made it out with one thrashed lasher). A night back I was caught napping at the helm by a huge pirate fleet with a modest fleet of one destroyer (me), three frigates, and a combat freighter rigged for close-support and point defense. I'm playing a lot less save-scummy than normal just to see how it goes and how easy it is to come back from catastrophe. It's been fun tooling around in this for a while. So that gives you some leeway to practice saving your butt from missile barrages and flanking attacks without having to sweat shot-for-shot flux efficiency too much.Īlso, you can practice as much as you want consequence-free using the Simulator. The vanilla game has pirate fleets fielding a lot more unshielded hulls and D-grade hulls, which are still dangerous but unlikely to grind you down through sheer attrition. In terms of combat itself, there's a lot of nuance to fighting (and building) efficiently, but you can start out just focusing on managing distance and you'll be fine. If you jump in with a faction right away, it's easier to get money (any time you fight their enemies, they'll wire you some cash for your trouble) and buy good gear (military markets!). I've also kinda held off on taking a commission because not being pegged to a faction makes it easier to just fly around exploring space (and I want to see all the systems the mods added). You can see from my playthrough how much just getting a destroyer-sized ship makes a difference. But you can pick a start that gives you a bit more stuff and then a lot of this early content is simpler. Click to expand.It's similar to Mount & Blade in the sense that the hardest part is often the campaign start - there's difficult bits afterward, too, but those are more "self-selected " campaign start is tricky because pirate fleets are aggressive and efficiency matters.
