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Favourite Ship Type
I really like the Pirate Corsair for it's Cargo Vacuum and Comm Jammer.
Comm Jammer means less enemy race reinforcements. Cargo Vacuum easy to pick up multiple items. What do others play and why? |
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I haven't unlocked any of the other ships. I take it I have to win the game to unlock one?
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The easiest to unlock is the Stealth Runner, fit a cloaking device on a ship, cloak then uncloak. The cruiser unlocks when you have a reactor with 3 weapon slots and 6 device slots. |
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Well, my favourite ship right now is the simple trader. Because I can still have the ridiculous gear and at least this ship has a good carrying capacity.
But then again, I'm too much of a loot hound not to put the cargo capacity above all else ... |
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Until I unlocked the corsair, I played the asteroid miner a lot.
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Although I have played all the starting ships, the asteroid miner is my favorite.
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For a long time I thought the Cruiser was the best ship. In my current game I started with a Cruiser and upgraded it to great awesomeness. But now, in sector 1028, I finally found the best ship: the Sigorn Hauler. In that sector I found one for sale that was way ahead of my Cruiser in every single category.
Here are the numbers: Speed 300 (lightning, fastest possible, the most important number for a ship) (with all my bonuses, not needing the Solar Sail) Shield 128964 Hull + Armor 53195 Supplies 92530 (!) Crew 384 Cargo 760 (!) plus the ship comes with preinstalled Trade Beacon and Warp Point Detector. So it's perfect for a quick run to sector 10,000. In contrast, the Cruiser has no preinstalled devices. Has anybody ever had a ship more potent than that? Incidentally, inheriting components and bonuses from the Cruiser this ship has Targetting 805 and three very strong weapons that can each, firing one at a time, one-shot just about everything. |
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Right now im flying the tentaculon "observer" class. Pretty nifty ship that starts with a strong shield, lots of supplies and crew. Only drawback: Only one weak shipweapon is preinstalled.
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Staring Ship, Ship trade-ups, and Final Ships
Having played four games (well, 3 YASD's and only one Victory), I typically start with an Explorer class ship. I generally find galaxy exploration to be the most interesting aspect of the game, so this ship is a good fit for me. I like the fact that it comes with a pre-installed Science Lab; and I especially like that it comes with a pre-installed Immunization Suite. (I explore almost all planets exhaustively, including their cave systems, having cave-dived down 42 levels in my deepest dive, so features that make it safer for my Away Team are a significant plus.) Explorers also come with a pretty good Crew size (hence bigger Away Teams) which also aids my style of play. Downsides include less cargo capacity than I would like, and a single weapon slot which (in my experience) usually comes with a very poor first weapon. However, in the course of my 90-Sector Victory game, I traded up (purchased) 5 improved ships. The first four were just better Explorers. These trade-ups, individually, provided fairly modest improvements, but over the course of 4, I ended up with a pretty solid ship. I finished with 3 weapons: a Slot-1 weapon delivering 439 damage, with a 1-turn cool-down; a Slot-2 weapon delivering 1,839 damage, with a 3-turn cool-down; and a Slot-3 weapon delivering 5,247 damage, with an 11-turn cool-down. Through 90 sectors, these weapons met my needs. (I kept a fairly weak Slot-1 weapon, in order to have 1-turn cool-down on it.) My final trade-up was to a Negotiator class ship. It provided at least modest improvements in all categories compared to my last Explorer, but especially Speed (Speed=290, officially qualifying as "Lightning"). This ship finished with a Shield of 12,474; Hull/Armor of 4,024; Sensor/radar with range 6, and targeting of 40; and a Warp-drive with a range of 5 sectors, and a 10 turn cool-down. (I sacrificed some armor, in order to get a speed increase of 15, on this item.) I crafted a LOT of equipment, in order to get solid equipment in each category. However, I never made a Reactor that had 6 device slots (along with the 3 weapon slots), so I never un-locked the Cruiser class ship. Still, my final Negotiator ship was very satisfactory, overall. I would be interested in hearing, not only what ships other players like to start with, but also how they typically progress (trade-up), and what kind of ship they typically finish with, in the course of a winning (or at least a fairly long) game. Thanks! :happy: Explore long and prosper! |
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Thanks for starting this Discussion thread, BTW -- Good Stuff! |
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News Flash: Another way to get a Negotiator class ship
Early in my new game (Sector 11) I was offered the opportunity to trade up to a Negotiator class ship. This caught me by surprise, because I have, to the best of my recollection, had no contact with the Unifier faction. Certainly, I have had no significant contact with them; and no sighting of a Unifier embassy up to this point. So (augmenting my prior post), apparently there is more than one way to get a Negotiator class :shock: ... Incidentally this class ship comes with a built in Shield Regenerator (good!), and a built in "Diplomaticizer" (harmless). This ship was markedly better than the second-generation Trader class ship I was piloting, except for having slightly less cargo capacity, and (more surprisingly) a slightly slower speed. Since the Negotiator class ship that I traded up to late in my last game was very fast, this also surprised me. However it's other assets (far stronger hull, and much more crew, for example) considerably outweighed its limitations. Still, the variance I have seen between just two examples of a Negotiator class ship makes me think that the strengths and weaknesses of the various classes of ships may be much more "fluid" than I had thought. Random chance may be a bigger factor! Final note: Negotiator class ships are nearly solid red in colour, and rather menacing looking :smirk: ... Still loving this game! :D |
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As you get farther, the ships available for sale will have bonuses on top of this. Early on, you'll just see that the ships have a few more crew or a few more points of armor than the basic models do. When you get very far, these bonuses get really big, which is why you found that epic Negotiator in your earlier game. Apparently when you're really far, things like ship speed also increase. I actually haven't ever bought a new ship during one of my games, as I get attached to my starting one. But I should try it, because I was rolling in money when I won and it gives me something to spend it on. |
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Starting Ships, Ship Trade-ups, and Final Ships -- a Second Pass
Having won my second of 5 games (first three ended in YASD's), I remain interested in how players progress through Ships, in the course of a game. Having previously won a game in which I started with a Light Explorer class ship, I started my latest winning game with a Trader class ship. (After a short break, I plan to start my next game with either the Assault Scout, or the Asteroid Miner, so as to try all four of the starting ships at least once.) I enjoyed starting with a Trader class ship, more than I had expected. The increased cargo capacity can be played for a significant economic advantage, in the early part of the game, if you are careful regarding combat. I did more trading (including some buying, as well as selling) in the first 20 Sectors, or so. Around Sector 12, I made my first trade-up, to an improved Trader. So far, so good. However, around Sector 20, I was given the opportunity to purchase my first Negotiator class ship in this game. As I've noted elsewhere in this discussion thread, one gains access to Negotiators (un-locks this class of ship) by proceeding through a significant portion of the Unifiers' story-arc (their quest demands). As Waltorious (above) pointed out to me, once you unlock a ship-class in one game, you have access to it in ALL later games you play; although not right at the beginning of a game. I have to say, I sure do continue to like Negotiators! In fact, in the course of this game, I traded-up to 3 better Negotiators, before I completed the game, in Sector 53. Because I was pursuing a Tentaculon story-arc quest series, I was eventually offered the opportunity to purchase an Observer class ship. I was seriously tempted by that offer; but (as luck would have it) the one I was offered was not really as good as my last Negotiator. However, the quality of ALL offered (purchasable) ships gradually improves in the course of a game (with some degree of randomness), so I expect I might have traded-up eventually to an Observer, if I had played long enough. Maybe next game ... My final Negotiator in this game had a Weapon 1 with 513 damage and a cooldown of 2, a Weapon 2 with 1,040 damage and a cooldown of 3, and Weapon 3 with 3,157 damage and a cooldown of 7. My final Shield was 3,487, and my final Armor was 2,362 with a speed improvement of 15. (I continue to value ship speed highly; and am willing to settle for less armor value, in order to get this kind of speed boost.) My final speed was 250; my Sensor had a range of 6, with targeting of 30; and my Warp Drive had a range of 4 sectors, with a cooldown of 10. (I am now pretty convinced that a cooldown of 10 is about the best you can get; and I am happy to trade for a very short cooldown, at the cost of a longer range.) I have still not been able to unlock a Cruiser class ship (Envy: :envy: ), which requires building (or purchasing ?) a Reactor with 3 weapon slots, and 6 device slots. I really want to try one of those! I remain interested in hearing how other players progress (trade-up) in the course of a winning (or long) game; and what ship classes they have come to love. Play Hard Y'all ! :happy: |
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I have always played with the asteroid miner wich has great potential, but after my last victory game (finishing some quest lines and finishing with another stupid death), I have started a new game with The Wanderer. In my last game I used the Corsair which was great with Comm Jammer and unlocked several ships. But The wanderer is very interesting for me cosidering it has Robotic crew constructor pre-installed and Warp cooler. It also has 2 weapons slots and 3 devices as start. You can unlock the Wanderer following Vordalene quest line. Anyway there is still a long way to go, since I am still playing on easy mode.
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So far, I have been using the Light Explorers. I've only played two games though. The last one was pretty successful until I accidentally sealed myself underground. I upgraded to better and better Light Explorers a few times, and unlocked a Gruff ship class and the stealth ship, but wasn't tempted. I like the explorer's lab and medical ability, as well as the generally good other stats, so far.
By sector 40, the best generator I was able to get could power 2 weapons, 4 other devices, so cruiser was a ways off, but I'd probably upgrade to that if I could. Mainly it would be nice to have more system slots active at once, though using Light Explorers is good because you effectively get two extra good systems without needing generator slots. I may try something else for my next game though; perhaps an assault class and try being a bad space citizen... |
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so, who wants a "crafting" ship :) ?
OR: can anyone think of a good "theme" for a playable ship, that does not already exist? |
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Hmm, I think everyone would want a good crafting ship, as crafting seems to be the easiest path to great component performance, variety of devices available, AND money (since you can sell the stuff you craft for heaps more than the cost of components, once you get good). Seems like you'd almost need/want to add limits to crafting without something everyone could do. Having crafting components take cargo space which is enhanced by the an ability the special cargo ship has might do, except that would be a nerf to the way crafting can currently be used by everyone, so not everyone might approve. Just seems like crafting may already the uber ability that's available to everyone eventually.
I have only unlocked a few ships so far so I don't know what may already exist. Just brainstorming: A starliner with lots of crew and cargo, good for cleaning out caves and shipwrecks, but quite slow and very negative evasion, so vulnerable to other ships? An express courier ship that's very fast but has very little other ability? A ship with a bonus to secondary ship systems that can be powered? Occasional unique ships based on existing ships, but customized by the previous owner so that some ability or strength is cut, but some random other ability or strength is added? They'd be tempting since you'd almost never get to get that ship combo again. A heavier exploration ship with a scanner bonus? A ground assault ship with bonuses to away team firepower and/or armor? A Firax ship which has a special teleporter unit that can extract an away team from anywhere (or maybe up to a certain cave depth limit), though it also aborts the away team mission to do so, and leaves behind any cargo carried by the team not yet on the shuttle. A mine warfare ship? A smuggler ship with a fake ID device and ? maybe a bypass to Banker base docking fees. A deep explorer ship with a high oxygen supply booster. ... |
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A Firfax ship that ensures smooth, even performance of any artifacts that it is carrying.
A Tardis ship that can have many more devices installed - perhaps to run it a special artifact is needed to boost the performance of your reactor |
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Interesting Questions ... and somewhat Tricky Ones, too; since many of us don't really know much about many of the ships that are already available (un-lockable) in the game. Still, it's too tempting not to lobby on behalf of some favorites.
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One last thought: should there be a Dreadnaught ship class in AI? ... or is the Cruiser perhaps a close analogy? Such a ship would need to be very difficult to get -- maybe only late in the game. For balance, you could create a few really powerful opponents, say the kind that show up in some combat quests (so-and-so ship is terrorizing Sector 50 -- go and neutralize (eliminate) it), so not everyone would be forced to face such behemoths. Sure like the fact that you keep exploring ideas for new content in this game! :up: |
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One way to not overpower a crafting ship would be to give it an ability or two that is crafting-related, but not as good as an expert crewman with the same ability, and not stacking with it. So it would help if you hadn't fully specialized and trained up a set of crafting officers, but it wouldn't make you even better than you can now possibly get with crafting.
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