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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Pushover

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256
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: March 12, 2015, 08:56:35 PM »
Also, if you look at the number of PMCs (Private Military Companies) in operation today, the ratio is apparently 10 military personel to 1 PMC personel these days. While a bunch of PMCs probably doesn't have the hardware than real miltaries have, if all the companies that produced military hardware banded together, they could get a decent force together, given enough money. Probably not large enough to beat the US military, but probably an army larger than many countries.

257
That looks like the same problem I encountered, except on Dwarf.

258
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
« on: March 12, 2015, 01:14:12 AM »
Did you encounter it when trying to open a trade screen? (Reach an outpost, click trade, freeze occurs)

259
Suggestions / Re: Various (hopefully realistic) suggestions (Long)
« on: March 12, 2015, 12:49:51 AM »
I like a lot of these ideas for events. There's plenty of side things that can go on behind one of these events. For example, in the war event, the military bases could take a premium on ship parts and weapon parts as they build up, and possibly the more parts you provide, the larger the fleet that gets built.

One other event idea would be trade events. These would be somewhat similar to bounties, except for trading instead. A colony could request a certain amount of goods. So a refinery planet that was running low on Machinery might request 50 units of machinery, paying an extra 10000 credits if you can deliver them within the next month. A heavy industrial world might require a shipment of 200 metals, or a shipyard could request ship components.
This could also replace some trade disruptions, where instead of a trade disruption driving up the price of a good, instead the colony requests a shipment of whatever goods that
would have been disrupted. This would put a cap on large scale trading through trade disruptions, where trade events could instead escalate to some bulk deliveries, such as 3000 ore to a refinery planet.
This would also make the player more in tune with how the economy works. If demand is met, the trade event won't happen. Hopefully this would avoid the abuse case of 'store 10000 food waiting for a food shortage to happen' with different resources.

260
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: March 11, 2015, 09:09:17 PM »
I don't think that making eleventy billion credits through trading is a problem.

I think gaining rep to factions doesn't make a whole lot of sense. You are simply using supply/demand, if you weren't making money, you wouldn't be hauling goods around. It might make a little sense to give you access to frigates and outdated destroyers, and maybe some cargo ships, but a 'civilian' trader probably doesn't need access to military destroyers for escort purposes. So if trading does give you rep, it probably shouldn't go past Favorable/Welcoming. That way, once you have traded your 1 billion units of TP, you don't just go 'hey Tri-Tachyon, mind selling me that Paragon, that Astral those 2 Medusas, and those fighter wings. Yeah, I'm totally going to use them for escort purposes.'

The only skill that trading doesn't really make sense for is Combat. Logistics and Industry are obvious, and there are a number of skills within Technology has some skills that 'make sense' on a trading ship.

261
OK, the more I look at the economy system, the more I find how broken it is. I tried decreasing the stability of everything to 1, under the idea that stability would be based on the modifiers (military base, outpost, regional capital, etc) it would drive the economy to supply/demand. Unfortunately, as the demand gets met on a planet, it increases the stability of the planet, driving up the prices, meaning that now more places want to trade with that planet, filling its demand even more. Also, despite the no variability in the price of Planet/Asteroid scanners according to the csv file, without trading hubs (stability 10), the price of a scanner is variable based on stability.

Stability seems like a super broken mechanic from the base game, where trading is nonexistent. Right now if you don't care much about rep (and when you can pay just 1k per rep point, you really don't care), you can already flood the black market of a station, dropping its stability by a ton. This makes all the other goods cheaper, and then you can buy up the open market. Haven't run many tests to see if I can make a ton of money from it, but the logic of the port being: "So I hear we just got a TON of hand weapons smuggled in yesterday." "Yeah, I'm gonna have to drop the price of my metals to about half of what it was now!"

I think just reducing trade disruptions' impact, or possibly just trying to factor in how many fleets were lost into supply/demand would solve some of the trading problems. Right now, trade disruptions don't make a lot of sense. It feels like the logic goes something like this: "Sir, we lost 2 fleets of ships carrying a week's worth of fuel to us this last week, but we still have enough fuel for another few months." "DOUBLE THE PRICE OF FUEL FOR THE NEXT TWO WEEKS!"


I'm pretty sure making a procedurally generated economy not broken is even harder than making a handmade economy not broken. If you have an idea to make it work, then it could be fairly awesome. However, given how broken the economy system is already, I'm hesitant, and don't think anything more than touching it a little bit is going to be worth the time investment.

262
The RSF wing is also quite nasty, but less common because the RSF has more fighters to randomly choose from. They also stay in formation better it seems.
But it makes sense for a interstellar empire to have some lethal fighter wings, right? For a scavenger pirates' support wing, it's at least surprising... And a pain in the ass. Also, it's not that additional weapon that makes them Demonic Spiders, not burn drive, but MULTIPLE SALVOS OF ROCKETS. You think it fired them, you evaded 'em and you're save now? WRONG. Hopefully update with fighter limited version weapons (if I understood correctly what Okim meant) will nerf them a little.

Okim, what you mean by "randomly generated systems"? Positions of them, theirs content, both? At first glance, it would make more sense to make systems manually, because not everything is good with randomness and Starsector is more made for manual than procedural generation, but hey, we're talking about positions of rocks or gas balls in space. Empty space. Positions are practically only different costs of supplies and/or fuel to get there.

Oh, and one more thing: fighting Kansas for 6000C? Nope, I'm good. Though it's nice thing to roll over two times more frigates than you have at once or (what seemed unlikely) crushing two FFS carriers with two Laws and Janitor wing escort. And even without casualties!

The Harpoon and the SU-252 both have 3 fighters that fire 2x122mm Rockets. Part of the problem is the Burn Drive, since the Harpoon will overshoot your ship, then sneak up from the side, whereas the SU-252 generally comes at you from the front 90 degrees.


I think there's a few things to potentially look at before trying anything huge. The biggest problem I ran into when messing with Ironclads' economy is that high stability worlds are a place where you can sell anything. Ignore basic economics of supply and demand, just sell to a high stability world for more credits than selling to a low stability world with 0% of its demand met. Perhaps just lowering the stability of many high stability places would change the economy a bit. What also may work is changing trade disruptions to be +50% price and -25% price, rather than +100% price and -50% price.

263
Well, I personally don't have a problem with a slightly broken economy system like we have now. I think a slightly broken economy system beats vanilla's practically nonexistent economy system. As long as the freezing bug can be fixed somehow, this system works fairly well. There are also ways to make tons of money in combat in this game (for example, mugging the Marauders after they finish their scavenging mission), so I don't see why making tons of money through trading is such a huge problem.

What exactly causes the freeze? The game doesn't have enough supply of a good to display it or something?

The other way I can see trading working is to have delivery missions, just like bounty missions, where places need certain goods delivered by a certain time. A shipyard may ask for 20 ship parts in the next month, and pay you an additional bonus for providing them (say 10000 credits). So you would go to the scrapyards and shipbreaking centers to find 20 ship parts, sell them on the open market at the location, and the game would reward you. Some places would just need small amounts of goods, but maybe a large heavy machinery world would want a bulk shipment of 2000 metals, so you would either need to take multiple trips, or have a big cargo capacity. That said, this would be quite a huge system to write, since it's about as complicated as the bounty system.


Harpoons definitely fit the bill of demonic spiders. SO MANY ROCKETS! BURN DRIVE! STILL HAS A REAL WEAPON AFTER ROCKETS ARE FIRED! My thought is that the difficulty of a Marauder fleet isn't about how large it is, it's about how many Harpoon Wings it has. The RSF wing is also quite nasty, but less common because the RSF has more fighters to randomly choose from. They also stay in formation better it seems.

264
Vanilla rates and tariffs absolutely kill trading. It's barely possible to turn a profit with trade disruptions. 3 major things that I like more about Ironclads over vanilla is faster combat, closer stations within systems as well as more systems, and a better feeling economy.

Again, something as simple as increasing the distance of very close stations solves part of the problem, since trading in mass takes significantly more time. Simply buying thousands of units of something now will eat away at your supplies like crazy, since travel time is increased beyond 0.1 seconds. Even if the stations are as close as in the Nexus system, it would take several days at 0 burn to reach the destination, at the cost of hundreds of supplies.

All the low volume trading I described (Luxury goods, machinery/ship/weapon parts) is fine, with the exception of recreational drugs being 1-3 credits on some places. In vanilla, you make almost all your money from really high bounties. Jangala tends to offer a very high bounty, so you just sit there and kill pirates for a while. I like having the option to trade for a bit, look around for weapons for whatever ship you plan to make.

I'm not sure how much control you have over the economy. I might mess around with the commodities.csv sometime to see if I can make a better feeling economy for myself, but you would obviously have far better tools to change the economy around.

265
I finally had a chance to play the latest version for a couple hours and have a couple observations:

1) I was able to make over 4 million credits in about an hour of playing by trading between stations with the trade disrupted event.

2) Related to this, I think it would make sense for a faction which is blockading a station or planet to become hostile if the player trades with the blockaded station or planet.  It might be kind of difficult to get them to actually stop you, since you could still generally avoid the fleets since they're pretty slow, but at least there would be some downside to doing this.

How many trade disruption events do you usually have at once?

As for the trading with hostiles - I wonder why Alex didn`t include that thing already in the game (I mean - we have negative impact when a colony witnesses the fact of trade with the hostile colony, so why not to have fleets do the same?). For me it is a bit difficult to do code wise.


It really depends on the events and locations of the trade disruptions. The best one I had was a trade disruption on Shington Trading Hub, pushing ore to ~double price. Bought up all the ore on Jorgia, made a quick 5m credits. Disruptions on Archimedes that push up supplies or fuel allow you to buy up the thousands of supplies or fuel on the Centronom Trading Hub and sell it immediately for a lot of money. Certain places like Cold Sands often have trade disruptions on ship parts, which can be a few hundred thousand if it happens.

Right now, there are a few trades you can do monthly. Archimedes (I think it should be spelled like this) Mega Lobster + Medicaments -> Centronom Trading Hub makes a few thousand each month. Electronics from Freya -> Centronom Trading Hub is ~50 credits profit per unit. Rock Fly Brights can be bought from Uomoz, and sold for ~5k+ profit per unit. Most edge planets such as Dwarf or FFS planets sell Luxury Goods for ~1k, and you can turn them around for a ~500c profit per unit. Again, low volume, but it adds up when looking for trade disruptions. Scrapyards obviously sell machinery, ship and weapon parts at a profitable price, but don't sell a lot of them.

A few places are bugged in terms of price, some of the FFS planets sell their recreational drugs for 1-3c per drug. Although they have low volume, it's still free credits.

Otherwise, Rare Metals are a super easy way to make money, since high stability worlds that don't sell rare metals tend to buy them for ~1200-1800 for about 200 units. I'm not sure whether it's up to you to fix this, or whether Alex has the fix next patch, but you can make a few hundred thousand by shipping rare metals to Vella and Danbridge (and other places) from planets within the system. Alex is fixing the ability to just save and exit and reload the game to reset the price of rare metals on these places next patch.



To reduce the abuse a little, it might help to space some of the stations out just a little more (a few hundred units at most). It's possible to reach both the Centronom Trading Hub and Archimedes from the same location in space with just a Trader, meaning that cargo capacity has no effect on trade if there is profit to be had. Just load up ~6000 units of something, have supply/day be -500ish, and lose only like 2 supplies in the fraction of a second reaching the other location to sell. Same goes for Jorgia and Shington Trading Hub.

266
Also when salvaging station wrecks, CR gets set to 100 after salvaging.

EDIT: On one of my saves, any time I try to open the trade menu on Dwarf, the game locks up and I have to kill it via Task Manager. No error comes up on the log, the game simply freezes. I can upload the save somewhere if needed. No other location gives me trouble (other than the station right next to Dwarf that is basically the same thing). I've had Dwarf work fine in other saves, there may be something specific to this save.

The end of the log:
Spoiler
31949 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Pirates for a rep change (509001.1, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the FFS for a rep change (0.0, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the RSF for a rep change (0.0, 27000.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Marauders for a rep change (0.0, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with Neutral for a rep change (0.0, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with Free Traders for a rep change (263055.94, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Black Widows for a rep change (0.0, 0.0)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the ISA for a rep change (0.0, 30000.0)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the AI for a rep change (0.0, 0.0)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Rock Fly for a rep change (0.0, 0.0)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the UIN for a rep change (139585.77, 380581.66)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the XLE for a rep change (188735.05, 431419.38)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Aliens for a rep change (0.0, 0.0)
32047 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [dwarf_freya]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
32194 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [shelezyaka_ftg_depot_rzhavaya]: trade (s: 1, l: 0), smuggling: (s: 0, l: 0)
33246 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking market updates
33247 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Ship Components(Dwarf)
33247 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Recreational Drugs(Dwarf)
33247 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Hand Weapons(Dwarf)
33550 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-faction_generic_market_01_neutral.ogg]
33550 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-faction_generic_market_01_neutral.ogg]
[close]

267
I don't know if this is a bug or not, but when salvaging station wrecks with a risky approach to salvaging, I get 2 ships when the dialogue tells me that I was able to reactivate a ship.

268
30mm assault cannon showing 50/75 is odd. Probably it has something to do with 30mm assault cannon having linked fire.
I think it's because it generates 150 ammo per minute but only fires 100 rounds per minute. The game calculates that it generates 75 damage per second of ammo, even though it can only fire 50 damage per second of it.

269
Missile Changes:
The 122mm Rocket System seems super strong now. I already thought it was strong before these changes, and now it's even stronger. While it's 6 OP, its 2400 HE damage on a 12 second cooldown is amazing for a small slot. 12000 DPM if you can hit everything. The 300mm Rocket System by comparison is 3200 HE damage, 16000 DPM at 10 OP and a Large Missile slot. The 220mm Rocket System is almost the same as the 300mm Rocket System, it has the same damage per volley and same reload. The only difference seems to be that the 220mm Rocket System fires twice as many rockets at half the damage. Is there a good reason to use a Large Missile slot for a 300mm Rocket System?

On a Small Missile slot, it seems that the Micro-missile Pod is better than every other small missile system (excepting the 122mm rockets). It's only 2 OP, has 800 HE damage worth of rockets, and reloads over time. The Strela-6 by comparison, has just 4 missiles, each of which do 100 damage, the same as a Micro-missile. I don't know about the tracking on each of them, but the Micro-missile Pod beats the Strela-6 in capacity and still has the ability to reload.

I've been flying a Germany class Battlecarrier with 4x122mm Rockets on the front and 8xMicro-missile Pods, as well as 1xBarracuda-PRX, 4xParticle Beams, 4x50mm Autocannons, 4x42mm Flak Cannons, and 2x60lb Dual Siege Cannons. The Particle Beams to eat away at a ship's shields, combined with the 122mm Rockets/Dual Siege Cannons can make short work of just about everything. The only reasonable counter I can see is heavy Blastguns/Bofors/Flak, since anything less than very heavy dedicated area of effect point defense will just get overloaded.

In my experience the new missile system suffers from the same problem the vanilla one does - non-regenerating missiles are simply not used, because of two reasons: Regenerating missiles are better because the ship using them never becomes useless and Regenerating missiles are simply more fun to use. In my opinion the solution would be to make more/all missiles regen (I've tried this in vanilla, it was awesome and balanced) so they're all fun and then tweak them from there so they all have unique quirks that are fun in different ways.

In terms of balance, I'd agree with the cooldown-only rocket pods being too good. Not because they're cooldown-only mind you - just because the cooldown is too short. There's too much damage flying out of there too often. They're especially crazy on fighters. Fighters would probably benefit from getting special fighter versions of the rocket pods that fire fewer missiles faster (as in the salvo is over faster, not necessarily more cycles in the same timeframe) - that would tune down their power some and also reduce the incidents of huge sprays of friendly fire rockets flying all over the place because the fighter started to break off his attack run while the rocket pods were still cycling.

AoE point defense has become even more important, that's true, but I'm not sure that's a bad thing.

As an aside, I've found that in practice small RSF ships (smaller than destroyer or possibly smaller than cruiser) are really quite bad compared to ISA ships. Especially ISA gunships just completely demolish RSF ships in comparison - I'm not entirely sure why but they can tank stream gun shot after stream gun shot without overloading, while other gunships overload after one or two shots from a decent kinetic. Shields seem like a trap for small RSF ships - turning them on is liable to get you killed much faster then leaving them off entirely.

Edit: Also wanna add that RSF destroyers with missile mounts are really cool when you mount rocket batteries on them. It just fits both visually and in terms of gameplay - straight up fixed forward pure firepower without a backup plan if things go sour.
I can't help but feel that a balance could be struck between non-regenerating missiles and regenerating missiles. In vanilla, fights take a long time compared to Ironclads, things generally have more armor, weapons tend to produce more flux, and ships tend to dissipate flux slower. This makes it more likely that a fight takes over 2-3 minutes of firing weapons. The problem is that the regenerating Micro-missile launcher is roughly equal to other options before regenerating ammo. 800 HE damage from the first volley is very good, and beats anything you could fit at 2 OP. I think that significantly reducing the damage to 50 or less per missile would open up choices in the small missile department.

I'm fine with AoE point defense being a thing, but the amount of it that you need to handle something like a Harpoon or SU-252 attack run is quite high. Also, the rockets have quite a massive range, as they run out of power, but still drift forward for at least twice the range indicated.

RSF ships smaller than a Cruiser are very bad against ISA ships. Flares don't handle ECCM very well, and destroyers generally don't have enough point defense to handle missile spam. That said, RSF ships should not be using shields for more than tanking HE missiles. RSF cruisers and the Moscow are generally better than the ISA counterparts. The ISA has the best frigates and destroyers of the 4 main factions, but I think they have the worst cruisers and battleship.

270
Economy:
The economy feels much better. Things actually have differences in prices for a lot of goods, and trading is more than just abusing trade disruptions. (and/or abusing the save context bug). However, it still seems like high stability ports are a 'sell anything here' position. Medicaments should probably get sold to lower stability worlds, since they probably lack the medical supplies they would need, but instead they are best sold to high stability planets. Food is sold roughly for the same price everywhere, whether it's a high or low stability world. Metals are worth a lot more now, which makes combat pay a little better.

Missile Changes:
The 122mm Rocket System seems super strong now. I already thought it was strong before these changes, and now it's even stronger. While it's 6 OP, its 2400 HE damage on a 12 second cooldown is amazing for a small slot. 12000 DPM if you can hit everything. The 300mm Rocket System by comparison is 3200 HE damage, 16000 DPM at 10 OP and a Large Missile slot. The 220mm Rocket System is almost the same as the 300mm Rocket System, it has the same damage per volley and same reload. The only difference seems to be that the 220mm Rocket System fires twice as many rockets at half the damage. Is there a good reason to use a Large Missile slot for a 300mm Rocket System?

On a Small Missile slot, it seems that the Micro-missile Pod is better than every other small missile system (excepting the 122mm rockets). It's only 2 OP, has 800 HE damage worth of rockets, and reloads over time. The Strela-6 by comparison, has just 4 missiles, each of which do 100 damage, the same as a Micro-missile. I don't know about the tracking on each of them, but the Micro-missile Pod beats the Strela-6 in capacity and still has the ability to reload.

I've been flying a Germany class Battlecarrier with 4x122mm Rockets on the front and 8xMicro-missile Pods, as well as 1xBarracuda-PRX, 4xParticle Beams, 4x50mm Autocannons, 4x42mm Flak Cannons, and 2x60lb Dual Siege Cannons. The Particle Beams to eat away at a ship's shields, combined with the 122mm Rockets/Dual Siege Cannons can make short work of just about everything. The only reasonable counter I can see is heavy Blastguns/Bofors/Flak, since anything less than very heavy dedicated area of effect point defense will just get overloaded.

Requisition System:
Danbridge should probably have the requisition system, as it's the ISA capital, and usually has the greatest selection of ships.

I really like the system, since it allows me to pick up most fighters.

Escape bug:
If you mean that the escape key no longer closes the planet's dialogue, that's been an issue since before this update. I think it may be part of the Starsector hotfix, since it stopped working when I updated my Starsector to RC2. Otherwise, none of the other menus have a problem with the escape key.



On another note, fighter balance:
Can something be done about normalizing the fighter deployment (supply) cost? Most ISA fighters are very cheap to deploy, specifically the A110 and F171 wings are under 3 supplies per deployment and quite effective. Most fighter wings cost between 9 and 20 supplies to deploy. UIN fighters take at least 9 supplies to deploy, although they are fairly powerful.
The FFS fighters have massive deployment costs unlike all the other FFS ships. Regulator Wings are 7.2, and Keepers are 20! A Justice destroyer has a 2.4 supply cost per deployment, by comparison. Even a Themis Carrier is only 4.5 supplies per deployment.
Claw Wings (Black Widow fighters) are the only fighters to leave a dead fighter on the field when destroyed. All other fighters just explode into nothing.
The best fighters in the game, in my opinion, are the HE rocket fighters (A110, AC300, Harpoon, SU-252) since they all have the potential to cripple a significantly larger ship. The other fighters tend to have a large problem with AFM missiles or beam weapons, and don't get to do a lot of damage given their relatively short range, unless there is an overwhelming number of them.

Other:
Marauders still salvage hand weapons, luxury goods, and recreational drugs.

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