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Major Isoor
Mar 23, 2011
drat, I just captured a Scale Plate Dragon Raider! I didn't realize that it's so good! (On paper at least) It already has split mk3 engines, which seem to be VERY good - plus six guns, compares to the five my nemesis has!

I was originally gonna deck it out as a patrol or escort boat, but now I'm REALLY tempted to outfit it properly, as my new main K-buster. But is it actually as good as it looks? Especially since it's a Raider/pirate variant - I'm sure it has its flaws

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Major Isoor
Mar 23, 2011

Krogort posted:

How is the shield ?

Oh, I think it was destroye during the fighting, so I gave it a Mk2 Teladi shield. I think my Nemesis has two shields, so I guess the Dragon is a little more glass-cannony? I'm not ingame anymore though - I should've compared shield and hull stats..

Major Isoor
Mar 23, 2011

OwlFancier posted:

The FRF also sell the raider variant.

It has one shield which can be a limiting factor but an extra gun compared with the nemesis, I think it's also faster. It also looks cool.

I use one instead of a nemesis..

Yeah, it's a good looking ship, for sure - kinda like a mini Victory-class star destroyer, from star wars. Alright well, I think I'll deck it out and give it a go tomorrow - seems like it's a good boom 'n' zoom ship, like a FW-190 or Bf-109.

Major Isoor
Mar 23, 2011
Hey Owl, what kind of weapons do you use on your Dragon, out of curiosity? Since I know it can use standard CoP weapons, but on Roguey's site it only lists (presumably found only in Split turf) some other weapons, without being able to compare with regular guns, annoyingly.

So, should I use my Nemesis guns (plasmas with two ions) or are there better options available to the Split? Since I've got nooo idea whether thermal disintegrators and boson lances etc are actually ANY good

Major Isoor
Mar 23, 2011

timn posted:

I've spent a lot of time in both Dragon variants in vanilla (i.e. no VRO). Both are cool, but as mentioned once modded the Raider becomes impossibly fast compared to everything else in the game and as agile as most scouts to boot.

For weapons I recommend tau accelerators, which are the Split version of the shard cannon. Unmodded they will still shred any S or M ship in a couple of seconds, which is perfect for the crazy hit and run style of dogfighting you'll be doing. With mods you can tear apart a Xenon P in about a single second while strafing by at 1400 m/s and then power sliding to your next victim in complete disregard for physics or any sense of the word 'sim' in "space sim". It's legitimately a rush once you get a handle on everything.

And yeah there's also the comedy option of the 6x Split railgun loadout. You can delete a Xenon P once every minute or so and that's about it. Pretty funny for 10 minutes, but the cooldown is way too long for any real use.

Hmm, well how effective is the Tau Accelerator against shields? Since my main plan was to use it like I use the Nemesis - as a capital ship killer. I read a little more about the Thermal Disintegrators, and apparently some damage punches through shields, like mass drivers in X3 I guess. I figure that might be good on Ks and even Is - like, take out the turrets protecting the main shield generators, then drop the shield generators completely. Would maybe four thermals and two taus be a good mix? The Taus for general use against escorts, and the Thermals (mainly) for use against cap ships

Major Isoor
Mar 23, 2011
Hey, quick question! (Sorry - lotta those coming from me, lately! :D ) If I set up another big factory for ship technology (I'm thinking mostly shield and turret components, but also a little of other resources, like claytronics, field coils, advanced electronics and maybe weapon+missile components. The last two mostly being for future shipbuilding/equipment dock work) and get a couple of freighters set on 'distribute wares' in my sector, will they ferry goods between each one? Since I noticed that turret and shield components seem to need a very small amount of hull parts - so I'd like to automate it if possible, so that a freighter goes over to my hull part factory and picks up a box every now and then.

Also, on that topic - just thought. If they do trade between my stations (instead of only selling my station's products to other races, or vice versa), will they trade 'intermediate wares', or only finished products? Since my hull part factory has a decent surplus of refined metal - which would help my future ship tech factory out, if they could have some of it delivered. (I'm a bit wary of having a giant mega-station though. Since someone here mentioned performance issues. So I'm trying to stagger my stations out, around my sector)

Oh, and lastly...I have a few rent-free SCA drug factories in my sector, (bit rude! They even built two AFTER I claimed the sector! I don't recall getting a fee for their plots) and I'm just curious about whether I'll get a relations hit with SCA if I destroy them, after I eventually bring my own drug lab online. Since I know you can get into fights and kill SCA ships without issue, even while in range of stations. But I assume attacking their own stations would take me down from -5 relations to -30. Hopefully not though, but I expect that I can't get away with murder on that scale! :v:

Major Isoor
Mar 23, 2011
I used a joystick with X3TC, but yeah a lot of the time I ended up using KB+M. I've been using an xbone controller with X4 though, which has worked pretty well. No easy way to roll (compared to Q and E) but aside from that it's been good.

Major Isoor
Mar 23, 2011
Quick question...for those "build a station" missions, do you get to keep the station at the end, or does it get transferred to whoever issued the request?

Major Isoor
Mar 23, 2011

popewiles posted:

It gets transferred.

In an earlier version you got to keep the station, which made those missions ridiculously lucrative instead of just very lucrative.

Yeah, that's fair enough. In a way it's a bit of a relief, since I don't really want to have to bother managing the station later on, or having these low-value stations clutter up my factory list! (First-space problems, eh? :D )
Thanks for the clarification. It's extra good for me too, since I'm using my own resources for building my first requested station. :20bux: :20bux:

Major Isoor
Mar 23, 2011

Antigravitas posted:

Unless you are using quantities the market can't provide, it's more efficient to sell those resources high and buy build resources at a low price from factories struggling to sell. :smug:

e: ^^^


hahaha yeeeaaah, I know I should be doing that too :D I just can't be bothered! None of those little "mom 'n' pop" factories seem to stock enough goods to be worthwhile, so it becomes too much micromanagement picking up from multiple places, rather than doing one big lump-sum transfer

Major Isoor
Mar 23, 2011

Krogort posted:

(by the way the cobra are awesome salvaging :pirate: ships, they can take a decent crew + 20 marines and are pretty fast)

Speaking of which, what are peoples' preferred capital- boarding ships? Since I assume I'd need at least 30-40 marines to comfortably seize a capital ship from SCA or HOP. Right now I can put 150 or so marines on my L-sized Icarararararatua freighter, but since it's painfully slow, it's not particularly practical.
Would a carrier or aux ship have a decent marine capacity, without being incredibly slow? Or am I gonna have to settle with using a couple of Minotaur Raiders?

Major Isoor
Mar 23, 2011

OwlFancier posted:

Each sector is a separate world space but you actually can fly to all of the skybox objects if you set your ship on travel mode and leave it for a few hours :v:

Speaking of which, there's a system somewhere n the..."north east", I guess, which has what looks like a big space station (possibly a teladi ring station) in front of a star -so it's real obvious- miiiiiiles away from the sector centre.

I'm off my PC right now so I can't check, but I think it was at the fringes of Split space. Family Tkr maybe? I don't THINK it was in Zyarth's Dominion, but I could be wrong. Anyway, as unhelpful as that info is, does anyone know the place? And if so, is it worth going to? i wasted around half an hour attempting to reach it the other day, so now that I have the SETA components I'm curious about trying again :v:

Major Isoor
Mar 23, 2011
Hey, is there anywhere I can see a log of ships being destroyed, etc? There doesn't seem to be anything in the logbook, which seems like the obvious place to look

Major Isoor
Mar 23, 2011

Less Fat Luke posted:

Keyword search in the logbook for “destroyed”.

Oh, fair enough. Thanks for that! It'd be good if ship acquisitions and losses had its own tab in the logbook, but I'll give it a search after, to confirm my fears.

queeb posted:

geeze this new game i started, the conflics are way larger, loving huge like 8 desroyer HOP fleets are pushing into second contact, and xen are building defense platforms on the other side of the haktiva's gate. maybe i should spin up my own fleet to help, since all i have is like 20 miners right now just selling stuff

Yeah, there's definitely a lot of pressure in X4, compared to X3. I genuinely feel like I need to keep ramping up my economic and military contributions to help the galactic governments keep the xenon at bay. I'm based out of Silent Witness XI, and there were three Ks, an I and many many Ps Ms and Ns in Hatikvah's Choice (right near the Silent Witness gate) a couple of days ago...it was slightly concerning! I helped wipe out the fighters and brought down the Ks, although I had to bugger off in the face of the I, since I was fairly damaged. (The local forces were able to shoot it down anyway, eventually)

Major Isoor
Mar 23, 2011
So, does anyone know why there's a massive Argon military fleet in Argon Prime, which has been hostile towards me (for no reason - no friendly fire etc. since it seemed to occur while I was OOS) for at least 20hrs?
I'm at +26 relations with the Argons, so that's not it. It's pretty annoying, since although my miners seem fine, I need to watch my step when in Argon Prime, which is unfortunately frequent.

Major Isoor
Mar 23, 2011
Speaking of SCA, so if I blow up their three meth labs in Silent Witness XI, the rest of the Pact won't mind, right? If they're locked to -5 permanent relations, anyway

Major Isoor
Mar 23, 2011

Antigravitas posted:

No honour among pirates, yes.

Excellent! Thanks for the confirmation - I always assumed that destroying stations would permanently affect reputation due to it being a more serious 'crime' against the pirates compared to attacking their ships, but it's good to hear that that's not the case.
I'll start evicting them tomorrow then I think, once I've gotten rid of this Xenon I, that's sitting on my doorstep... Then I'll get a Sonra I think, as a boarding ship to steal even more capital ships from SCA :D

Major Isoor
Mar 23, 2011
haha yeah, I'm in a similar situation! Started my save a week or so into April, and now I have 110hrs logged ingame according to Steam. Work is getting in my way, so it's not higher - but drat, it makes me wonder how I only put 210hrs into X3TC! I feel like I'm gonna blow past that total playtime count with ease, with X4.

In other news, I have so many spare ships, (particularly M size ones) that I've built myself a marina to park all my space-yachts. :D
48 S pads, 36 M pads and 12 L piers. If that isn't a whole pile of 'first-space problems' I don't know what is, haha

Major Isoor
Mar 23, 2011

Oh dear me posted:

My biggest dissatisfaction is not being able to get a warning of approaching enemies if I'm not flying myself. I can't see the radar, so I only get visual warning by looking at the map. The pilot will only ask me what to do after they've been attacked, and if I'm looking at the map I have to get out of it quickly to answer them in time, but I need to use the map to see what the enemy is. I wish pilots could just say 'Enemy spotted!' or some such.

Yeah, that's always annoying. You should really be able to set pilot behaviour (i.e. changing it to 'cautious' so if it spots a hostile on the radar, it'll try to give it a wide berth, automatically)

In your situation though, personally I just use the map as you said, then hit the pause/break key to pause the game, issue orders to bugger off, then resume. Not ideal, but it's better than the alternative...losing my ship...

Major Isoor
Mar 23, 2011

popewiles posted:

You can also safely store whatever you want in the lab at the PHQ. Once you open up access to the black market on a station somewhere just run all your illegal inventory items over there to sell.

It's a shame I can't add that functionality into an admin centre station, for example. Since I wouldn't mind actually using that ability...but I'll be damned if I'm gonna bother flying over to Grand Exchange to do it.

Also, speaking of the Black Market, is it only at pre-defined stations, or is the BM at random stations for each playthrough? (Or alternatively, is there a BM at all stations?) Since I'd love it if I could discover a black market at the HAT Free Port in my sector (Silent Witness XI). I haven't really been keeping an eye on it for data leak missions though

Major Isoor
Mar 23, 2011

Krogort posted:

The trick is to go for multiple race at the same time.

Oh, so you mean building the different habitat types? Hmm, I guess I'll finally have to finish the research needed to steal those blueprints, since I'll be damned if I'm gonna buy any more of 'em! The M sized Argon one was pricey enough. I DO like the look of the large Teladi ones though - they look like the real hub of a station, as they should be - rather than a block sticking off a pipe

Also, how many destroyers (specifically ex-SCA Phoenixes :v: ) would be needed to reliably take out a K without losses? I only have one right now, but I'm currently hunting down more in the neutral/pirate-infested sectors, to quickly create a fleet.
I might also buy a Behemoth or something as a flagship for that fleet, though. I'm not really sure what the best AI-controlled destroyer would be, to be honest.


EDIT: Also, thanks to those who recommended keeping my stolen Dragon Raider - I've been using it to whittle down this fleet of Xenon (I've spent maybe three hours on it so far. Not sure how many I've killed, but the east end of Hatikvah's Choice 1 was flooded with xenon. I reckon I've taken out around 75 Ps and Ms so far (shame I'm only being paid for a few of them, despite having a police license), which is most of the fleet. Still probably 30 more to go, plus a K, which I'll use my Nemesis to destroy, I think. The Dragon is great at nuking wings of small ships though - they haven't even touched my hull, yet!

Major Isoor fucked around with this message at 14:34 on May 11, 2020

Major Isoor
Mar 23, 2011
So, yesterday I managed to bring my total of destroyers up from one stolen ex-SCA Phoenix, to three ex-SCA Phoenixes and one bought Behemoth, as the fleet flagship. I also bought six plasma-laden Nemesis corvettes too, as a secondary fleet to assist my destroyers with rapidly depleting Xenon capital ships' shields. I'm looking to increase that to ten Nemesis corvettes though - I think that should be pretty powerful even without the destroyer support, right? I might need to be in-sector though I guess, so that they don't get auto-hit by K turrets.

Just before heading off for the night though, while doing the Split plot with my Dragon Raider (damned funeral caviar donation) I encountered a marauder Rattlesnake, who tried robbing me... So naturally I called in my Sonra for some more boarding action. :getin: I've been planning on getting a Rattlesnake for my main ship eventually too, so as long as I can swipe it off the current owners, this is perfect! (saves me ~15mil, at least :D ) Hopefully it doesn't require TOO many marines to take it, compared to the Phoenix. ~50 guys should be able to handle it, surely

Major Isoor
Mar 23, 2011

TheDeadlyShoe posted:

In my experience, FRF rattlesnakes can have a sizable cadre of veteran marines. Make sure to scan it first.

Alright then, will do - thanks for the heads-up. In my past engagements, my opposition never seemed to offer a lot of resistance (including one where in a 24 vs 40 fight, of my 40 I only lost two guys!) so that's definitely good to know.
I'll definitely have to make sure I've taken out all the turrets so I don't get any DoA boarding pods, and also shoot the hull up a fair bit. (Since that kills some of the ship's occupants, right? I generally take ships fully intact, but I vaguely recall shooting up the enemy ship before my first boarding operation, and seeing that they lost a couple of guys)

Major Isoor
Mar 23, 2011

TheDeadlyShoe posted:

Yeah, dealing hull damage definitely reduces the crew - it's chance based though, so there's few guarantees. SCA ships tend to be poorly defended in my experience, but the FRF is a tougher target. Note that you may have to scan it twice (once to remove IFF masking, once to complete scan) to see the full crew manifest in the ships details.

Well, I capped it! Out of 90 marines, 45 died - by far my most costly engagement, in terms of loss of life. However in term of credits, it's actually pretty good! :v: After selling all the mines, lasertowers, etc and outfitting it how I like (including hiring 45 service crew) I've made 90k, despite anticipating losing millions on upgrades.

Annoyingly though, the FRF don't like me much now (-11, down from 0) despite the fact that THEIR Rattlesnake was the one who tried robbing ME, and took the first shot. But oh well, they're not openly hostile, so hopefully it won't mess with the plotline too much...I might need to send traders/miners to repair relations, though.


EDIT: Speaking of lasertowers and mines earlier, does anyone here actually use them? And if so, what for? Just disposable mid-combat distractions for the enemy to contend with, or placement within your space, to protect your turf?

Major Isoor fucked around with this message at 15:38 on May 20, 2020

Major Isoor
Mar 23, 2011
Hey, just wondering - has anyone encountered issues with S/M ships docking with shipyards while you're OOS? Since around 10hrs ago (ingame, of course) my old ex-personal Gorgon magically docked with a shipyard (I accidentally told it to dock at a shipyard instead of a wharf...the shipyard naturally has no S/M pads) and now it seems to be eternally stuck in 'internal storage', seeing as there are no landing pads for it to undock from. I can't teleport to it, and it doesn't follow any orders or appear on the map. :saddowns:

Major Isoor
Mar 23, 2011

timn posted:

Are you sure the shipyard in question has no S/M pads? There's no reason why it couldn't or wouldn't. They're still necessary to receive trade from S/M ships, among several other uses for the player.

Try to request docking yourself in an S or M ship and see what happens. If you find there actually is a dock then head in and try summoning your Gorgon from storage manually at the terminal in front of one of the docking pads.

If there really is no S/M dock, that's pretty weird in of itself. My best guess would be that it got destroyed or deleted somehow after your Gorgon was already put into storage. Maybe the AI will rebuild it eventually?

Ah, I think you're right - it may've been damaged in a fight. There was some combat here recently, so that has to have been it. Well, hopefully they can fix it up soon, so I can get my ship back! :v:

Major Isoor
Mar 23, 2011
Out of curiosity, does anyone know how to trigger the Duke's Buccaneers plotline? Since they've shown up in the 'faction relations' list, but I haven't seen them anywhere.
Also, does following their plotline involve becoming enemies with other factions, like the Argon, etc.?

Major Isoor
Mar 23, 2011

Pyromancer posted:

Do the HQ quest from Boso so he moves in, also complete Hatikvah quest line, this opens Paranid and Split questlines. Depending on the choice you make in Paranid one Buccaneers will appear.

Alright then, cool. I'm just at the point where I need to meet the Paranid contact, and I'm thinking I'll side with the Godrealm. Is that OK, or will I need to side with HOP, to get them? Hopefully it's clear about whether or not the choice will spawn BUC

Major Isoor
Mar 23, 2011

popewiles posted:

My wharf rakes in so much money selling top-end fighters it almost makes my other stations seem redundant.

Out of curiosity, do you have other factories feeding the wharf materials, or do you rely on traders? And what do you actually have module-wise in your wharf, if you don't mind me asking? Is it just like, the S/M fabrication module and some storage, or?

Major Isoor
Mar 23, 2011
So, can anyone tell me what the actual long-term consequences of the "place explosives/leave" decision in The Maze are? Since ideally I'd like to be able to gain access to the Duke's Buccaneers and also help the Godrealm win the war against HOP. But it's kinda vague about the long-term effects and whether or not it's just a bit of flavour, or if your choice genuinely locks you out of certain plots, etc.

Major Isoor
Mar 23, 2011

Darkhold posted:

They're mutually exclusive. If you want to see both plot lines you'll have to make a save just before you plant the explosives.

Hmm, ok then. Well, if you don't mind me asking, what's the actual outcome of the 'leave' plot? Real, lasting peace between the Paranid factions, or something?
That's what it seems like at least, judging from the two-eyed guy's rhetoric. Since if that's the only thing I'm missing out on, I'll happily go off with the Buccaneers and finish the civil war the good old fashioned way, alongside the Argon and Godrealm fleets!

Major Isoor fucked around with this message at 14:46 on Jun 3, 2020

Major Isoor
Mar 23, 2011

Duodecimal posted:

I rolled back to an earlier save after making either choice. In both cases you need to build a huge fleet to hand over to a faction.

Hmm, alright then, thanks for the info! Out of curiosity though, if I choose BUC, will *I* be required to help fight both factions, (and therefore tank my rep) or can I get away with not fighting them?

Also, for those who were talking about building wharfs earlier, wouod it be a good/somewhat-profitable idea to make a wharf without any production, and instead give it a fleet of traders to rely on? I get that it'll cost me a lot for the materials, but hopefully I can still get some profits out of it, while I get enough cash to make it self-sufficient.

Major Isoor
Mar 23, 2011

Shrimp or Shrimps posted:

Even if all the traders buy at max price you'll still make a lot of money. The markup is like 400 percent or something.

Nice! I'll get one online ASAP, then. I make my own hull parts too, so hopefully that'll cut costs by a decent amount.

Shrimp or Shrimps posted:

Gotta admit, I love the way this game looks.





Oh, nice! Speaking of which, how do you move the external cam around? That's the only thing preventing me from taking scores of screenshots

Major Isoor
Mar 23, 2011
Huh, that's slightly odd. I assumed the numpad would be involved, but I never thought to press F2 again, first. Thanks for that!

Major Isoor
Mar 23, 2011
Hey, by the way - regarding wharfs (don't have enough for the S/M fab bay yet, so I'm just planning at this stage), are they able to repair any ships, or only ships I have blueprints for?
Since at this stage I'm planning on getting a fighter, corvette, courier and freighter for each race, to cover all the bases. But if I DO need the blueprints to repair them, I'll have to get some extra ones, so I can repair my fleet.

Major Isoor
Mar 23, 2011
Hey, out of curiosity, do races rebuild trading stations on their own? If not, is there anything I can do to help? Since the Godrealm are being beaten badly by the Holy Order, and have lost the trade station (and more recently, the entire sector) in Pious Mists II, which is accelerating my plans to go on the offensive against HOP.

Actually, speaking of which, there's no way I can build a trade station (or freeport I guess? No idea what those actually do), is there? The only major station types I can build are admin/defence stations, wharfs, shipyards and equipment docks, right?

Major Isoor
Mar 23, 2011
Hey, just to confirm - does anyone recall if the BUC plot require me to dock at any HOP ports, to start missions etc?
Since I've built up my fleet and I'm about to go and fight them - but I'd also like to complete the BUC plot (assuming there's more, after I finish building this fleet for them) at some point too, without needing to grind rep.

Major Isoor
Mar 23, 2011
Well, I've started my war against HOP (RIP if BUC need me to engage peacefully with HOP stations at any point in their plotline :v:) and destroyed three large fleets encroaching upon the PAR equipment dock+shipyard in Trinity Sanctum III*. It's pretty impressive, looking at the carnage that has been wrought, in major battles like that - there were around 20 blown HOP destroyers strewn about, among heaps of smaller ships.

I then pushed into HOP territory to take out their defence platform in Unholy Retribution as part of a 17.5mil credit contract with PAR. (Once that's done I'll withdraw, then get another juicy deal to seize a ship or blow up a station)
...BUT, towards the end of my fight with the HOP fleet defending the defence platform, the manager of some nearby space-Walmart hails me on comms, telling me that they saw me merk a corvette out his office window, so he conference-called sector security into the convo and filed a complaint, which the cop duly logged on my criminal record. Yep, a complaint from HOP is definitely what I'm most concerned about right now, right by my -20ish rep. :allears: (Had to have a surprised chuckle about that - since I hadn't actually encountered that before, so it was interesting that the game tried reprimanding me in a warzone! Especially since I mean, nobody from HOP told me off for initiating a surprise attack on their forces 20min beforehand, haha)


* During this process I also managed to capture an Atlas and then an Odysseus! The latter of which was captured almost immediately, without any marine losses! I'd like to think that the crew surrendered (since it was right at the end of the battle, so they would've known what their fate would be, if they resisted) and after my war photographers got some nice photos of the clean takeover and handling of the prisoners for my propaganda videos, the HOP crewmen were quietly ejected from the ship via the airlock.
(I mean hey, I'm a powerful PMC working for the Paranid. I'm quite literally the Godrealm's entire navy at present, since they were beaten so badly. So they can't exactly complain about the way I handle POWs, if they want me to keep winning battles for them! :v:)

Major Isoor fucked around with this message at 16:04 on Jun 11, 2020

Major Isoor
Mar 23, 2011

Corzen posted:

Drop off the captured crews at either the Alliance shipyard or wharf, and let them work as new "volunteers" for Space Doctors Without Boarders Borders.

Hmm, this reminds me of one of my favourite pastimes in Crusader Kings, involving monasteries/nunneries and bothersome subjects! I like it... :D

Also, regarding Walrus' question, yeah you don't get a lot of direction at the very beginning. I'd definitely try and buy a mineral miner ASAP (but not for your own use - got the AI to SectorMine) and then set it up mining silicon in Argon Prime.
Then while that makes you cash, see if you can trigger the PHQ plotline if you haven't already. That'll give you stuff to do, while you figure things out. In the meantime, you may need to fly between the stations in a sector or two, to see if you can get a couple more easy paydays transporting people, etc.

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Major Isoor
Mar 23, 2011
Hey all, just wondering - how do you all prefer to organise your carrier fleets? I'm not certain if I should use one fleet or two, but this is what I'm thinking so far:

> Flagship: Colossus Carrier
>> Attack: Behemoth x4 (keeping these separate from the main destroyer force, so that they'll attack the same target as the carrier - and therefore, hopefully, remain close to it so that it doesn't get cut-off)
>> Intercept Attack: Assorted destroyers x12 (I'm making these 'intercept' instead of 'attack', so that they'll hopefully be a little more proactive, when it comes to acquiring new targets once the designated target is dead)
>> Defend Intercept: Assorted fighters and corvettes (I'm hoping these guys will stay docked on the carrier when not in an engagement, so that they'll repair, etc.)
>> Supply: Atlas
(I'll create a 'supply fleet' with the below ships, before making the Atlas a subordinate to the carrier. I assume this will work and the organisation structure will carry across, but I could be wrong)
>>> Defend: Nemesis x2
>>> Trader: Magpie x4 (Again, making an assumption here that they'll go out and get wares for the supply ship. Never really used supply ships before, but if it doesn't work out I'll just reassign them)

So yeah, no idea if this is an effective way to organise my fleet (or if it's an absolute mess :v:) but hopefully I can get something that works well. I've been faring well against HOP so far, but I'm definitely going to have to assemble my fleet properly (since at this stage I've just been using a couple of wings of ships -destroyers and corvettes- and micromanaging everything. That method probably won't last very well in a prolonged engagement, however)

Major Isoor fucked around with this message at 07:25 on Jun 17, 2020

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