Over the last cycle, I’ve been making my living as a smuggler. The ship under my command is a Wayfarer-class freighter, the Iota-Max II, with good cargo capacity and decent armament. Recently I’ve filled my cargo holds with contraband – and legitimate goods to disguise it. All in a...
This ship is the best candidate for the escort role. HegemonyEnjoyer·9/27/2022 Not much to say about this one. Just about anything works with it. Personally big fan of machine guns + missiles so they also serve as PD as well as shield stripping frontline boys. You can not go wrong...
Ship repairs Combat readiness (“CR”) recovery Being over-capacity in fuel, cargo, or personnel – a fixed supply cost per unit The daily supply expenditure on all of that is added up, and together with the logistics stat, is used to produce a logistics rating (“LR”), which is a ...
The Ludii blame technology for humanty’s ills, and will do anything to prevent the Hamatsu and its high-tech cargo from reaching Hegemony space. After a brief conference, the captains of the Hamatsu and the mercenary ISS Black Star conclude that a counterattack offers the best chance of ...
A fearless captain doesn’t care much about being outnumbered (never tell him the odds), and is willing to face down the guns of the biggest battleship in the Sector if that means performing his duty. In gameplay testing, a brave captain does much better against tough odds than a ...
i have 3 Xyphos wings, a dagger wing, The current best carrier in game, a paragon and 2 of the ships that have the bots that regen and have loads of stuff, and the super cargo ship (this is what i have in storage0 every cloaking ship, the teleporting shit, 2 of the electric ...
A noticeable improvement of the ship AI. It was a blast fighting enemy ships. May 1st, 2012 at 3:29 pm by Flick Really Really Really good update. Took me 30sec after lunching game to be chocked. Love it but have a questin. In the cargo menu, in the right bottom there are 6 ...
To top it off, not all ships are dedicated combat vessels – they have stats such as cargo, fuel, and crew capacity. Down the line, I’d also like to add active ship systems (such as afterburners, a combat teleport, or an ECM device). Between all these, keeping ship designs varied...
This is a lot easier to display in the UI, and since we’re no longer dealing with cargo-units, it’s also easier to step back and make some simplifying assumptions. The key one is this:a source of supply can meet any amount of demand up to the supply value, without being used up...
To top it off, not all ships are dedicated combat vessels – they have stats such as cargo, fuel, and crew capacity. Down the line, I’d also like to add active ship systems (such as afterburners, a combat teleport, or an ECM device). Between all these, keeping ship designs varied...