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StarSector: New version incoming

Ulzgoroth

Mad Scientist
Validated User
You can differentiate based on the skills you pick too.

Personally, I can't imagine not picking up basically the full collection of strategic-level and whole-fleet boosts, and can scarcely imagine not picking up Salvaging 3 pretty much immediately to avoid ever missing rare loot. But supposedly going in hard for the boosts on your personal ship is also viable.
I’ve found that the bigger differentiator is the starting position, which doesn’t determine how you play but more what you are best at. And I will say that all those drone tenders scavengers like to have can be pretty scary in a fight.
The Shepherds? They're amusing and can be good at getting the enemy to show some respect, but their drones aren't actually very dangerous. They're pretty good at keeping themselves off the line of fire and whacking away with their missile slot and drone group though.
 

Bremen

Member
RPGnet Member
Validated User
I like shepherds because they're awesome utility ships (in addition to the cargo capacity, they have built in mods to give bonuses to salvaging and surveying) while also being... well, not good in a fight, and they're going to lose to any decent combat frigate, but good enough to contribute and far better than you'd expect out of a civilian ship. And on top of it all they're dirt cheap to maintain.

I like to keep a half dozen or so for utility purposes and I normally keep them out of combat, but with the knowledge that if I get jumped by a more powerful fleet I still have them as backup. They can even hide behind my front line while their drones provide anti-fighter and missile cover.
 

Houlio

Gauche
Validated User
You can differentiate based on the skills you pick too.

Personally, I can't imagine not picking up basically the full collection of strategic-level and whole-fleet boosts, and can scarcely imagine not picking up Salvaging 3 pretty much immediately to avoid ever missing rare loot. But supposedly going in hard for the boosts on your personal ship is also viable.
Yeah, skill-wise I generally follow the same route. Even if I'm playing a combat oriented character/fleet, I still pick the level 3 salvaging and the other one that gives free repairs after a fight ASAP. Even outside of grabbing rare loot, the salvaging just makes you more money from playing the game, and you'll always end up in fights by playing the game.

As for Shepherds:

I like shepherds because they're awesome utility ships (in addition to the cargo capacity, they have built in mods to give bonuses to salvaging and surveying) while also being... well, not good in a fight, and they're going to lose to any decent combat frigate, but good enough to contribute and far better than you'd expect out of a civilian ship. And on top of it all they're dirt cheap to maintain.

I like to keep a half dozen or so for utility purposes and I normally keep them out of combat, but with the knowledge that if I get jumped by a more powerful fleet I still have them as backup. They can even hide behind my front line while their drones provide anti-fighter and missile cover.
At 3 points to deploy in a battle, they are cheaper than wolves or other small support frigates by almost half. I've usually found that the shepherds are much handier at supporting a fleet (especially with their mining drones on escort duty) than the 3rd wolf or other 5 pt frigate. Often I've found that early on and even into the mid-game, I can pilot a cruiser escorted by a shepherd better than an enemy cruiser with a proper frigate. Besides being solid combat ships despite having a civilian hull, they are dirt cheap and are one of the few ships to also have surveying equipment and a salvage gantry. They are just decent.
 

lowpassage

Registered User
Validated User
But supposedly going in hard for the boosts on your personal ship is also viable.
Exploring that set of skills and the range of possibilities for refitting ships, are at the top of my to-do list for that hypothetical second game. First time around, I took the the explorer --> colonizer route with heavy focus on skills that boosted my entire fleet, and used the automatic refit option a lot.
 

Ulzgoroth

Mad Scientist
Validated User
Oh, theres some sub-version fixes, for anybody who downloaded before the 20th. It's currently at RC8.
 

Rainfall

Registered User
Validated User
Oh, theres some sub-version fixes, for anybody who downloaded before the 20th. It's currently at RC8.
Cool, there was some bugs I wish they'd fix. Nothing major mind you.

And I tried going for a more personal combat build. Sucking at the game doesn't help, neither does being idiotically random at my skill picks. But it's fun, and BOY are those combat bonuses significant.

I'm scrapping that playthrough and restarting smarter. :)
 

Ulzgoroth

Mad Scientist
Validated User
I kind of get stuck on a plateau where my fleet works, so I'm not sufficiently motivated to improve it.

I've got an Apogee that I bought, the Hammerhead salvaged in the tutorial, a Condor bought earlier, my starter Shepherd, a couple wolves, a busted Mule, and a rabble of (mostly) non-combative transports. And over 2 million credits in the bank. The only thing I've wanted to take down but had trouble with was a moderately nasty pirate station with lots of Broadswords and sabot missiles. (I can't take most fleets with more than one decent cruiser, or any capital ships, but I don't exactly need to.)

What I really need to do is pick a place to set up my first colony. But I'm hesitating in hopes of finding someplace with 100% or lower hazard rating to site my main industrial base.
 

Rainfall

Registered User
Validated User
What I really need to do is pick a place to set up my first colony. But I'm hesitating in hopes of finding someplace with 100% or lower hazard rating to site my main industrial base.
The perfect is the enemy of the good there, 150-200% are more than fine as colonies if the resources are good or the neighborhood desirable.

And you may want to beef up your fleet if you start building settlements. The established factions don't take kindly to the competition, the pirates start to go viking on you and you've got a lot less luxury on when to pick a fight when you need to defend your base.
 
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Ulzgoroth

Mad Scientist
Validated User
The perfect is the enemy of the good there, 150-200% are more than fine as colonies if the resources are good or the neighborhood desirable.
I've got at least a couple options at 125%, though one of them is probably a bit far out. (Though IIRC it has access to a full set of Domain system utilities, so it's pretty nice.)

I've got no concept at all of the value of resource deposits. In the last version, the only resource extraction I did was tech mining. And I'm kind of afraid to build the Mining industry because it can hamper colony growth if you don't have enough drug supply. I'm mainly concerned with getting an industrial base where I can generate fleets and install my pristine nanoforge and cyclotron core...
 

Ulzgoroth

Mad Scientist
Validated User
New Starsector devblog: looks like we're getting a major skill system rework in the next version. I'm looking at the skill rework proper with some doubt, because I really do not trust being pressed to make a handful of tightly-constrained skill choices. Depending on how it does things I might find a level cap mod necessary. However, the 'story point' mechanic I think I'll like quite a lot. (Also, getting to use robot warships, tempting.)
 
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