![]() If you're still struggling for fuel, it may be worth putting another 3 points into Recovery Operations to increase the amount of fuel you get from salvage by 50%.ĭoing this, it is possible to accumulate so many supplies that you end up throwing them overboard due to not enough room. ![]() This is the biggie, it makes every (D) mod on every ship reduce the supply upkeep cost. Then another 3 points into Field Repairs. (Also allows you to Emergency Burn with no supply/readiness cost, which is really nice.) And only works if your ships are damaged and have (D) mods.įirstly you will need to spend 3 skill points on opening up the yellow Industry skills to maximum.Īnd then put another 3 skills into Safety Procedures, which cuts all the negative effects of (D) mods in half. The next bit requires a bit of divergence from "normal", and costs a non-trivial amount of skill points. You'll need 4 skill points for Logistics. On the blue Technology row there is a Navigation skill which reduces the rate your fleet burns fuel. On the green Leadership row, there is a Fleet Logistics skill which reduces the supply upkeep for your entire fleet. The next thing to do is look in your character skills. This will reduce your supply upkeep and fuel usage, reduce your minimum crew requirements, and increase the rate at which ships recover combat readiness. Do whatever you're happiest with.įirst thing to consider for getting that maintenance down is finding the spec for the Efficiency Overhaul mod, and fitting that to everything in your fleet. The only thing I'd suggest changing is leaving your carrier(s) inder AI control, and picking a combat flagship that suits your taste so you can more effectively pressure or run interference. It might be that you're still paying "full price" for the upkeep on them. What's the ideal size and ships for a Salvage/Survey fleet?ĭoesn't seem like a bad fleet. The Problem: this "better" fleet is - barely - running at break-even at Survey/Salvage work. Ironically, I was making waaay more money with a handful of "rustbuckets". (When even Chicomoztoc doesn't have enough supplies for you, you might just be overdoing it. This fleet runs out of fuel, runs out of supplies, and even when it doesn't, spends all that 485,144 credits emptying out multiple planets for supplies and fuel. anything slow as a Salvage Rig at combat speed 50, gets caught by pirates)Ĩ Combat Freighters of various types (Wayfarer, Hound, Cerberus) ![]() Run-ins with a couple terrifying pirate armadas had me panic-buy anything without "deal breaker" D-modsģ Captained escorts (Shrike, Centurion, Afflictor)Ĥ Shepherd drone tenders (because A. Same for the sheer number of derelicts, debris, probes (well, the ones that don't have defenses, if they put up a fight, this little of a fleet can't handle it.) So little cargo space, every time I found a planet with Ruins, I had to leave most of the rich salvage behind. This was getting results, but I wasn't happy. goes fast (Because time is money and fuel is money and supplies is money). With one of each combat frigate (the Wayfarer, Hound, Centurion), Shepherd, Nebula transport (for all the hundreds of survey crew) and a Dram tanker, going after clusters of Survey and Probe missions (and whatever I deemed worth surveying and salvaging on the return trip), I was making something like 368,187 credits each expedition.Įverything I had at this point has a reason for being there. (Yes, I have checked older posts, and the wiki, but if this particular fleet build strategy was discussed, it's not easy to find).ĭecided to try and "just make an honest living" first go-around. But, moving away from "how do I make the ship go?" questions and on to more "meaty" questions.
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