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Author Topic: Venture, why?  (Read 20134 times)

intrinsic_parity

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Re: Venture, why?
« Reply #120 on: September 06, 2019, 02:01:55 PM »

Having dedicated haulers and dedicated combat ships is better on both accounts, I think most of the hybrid ships are a trap.
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Igncom1

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Re: Venture, why?
« Reply #121 on: September 06, 2019, 02:05:46 PM »

Which is a classic discussion. Specialists vs generalists.
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Sunders are the best ship in the game.

Ragebrew

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Re: Venture, why?
« Reply #122 on: September 06, 2019, 02:35:08 PM »

Having dedicated haulers and dedicated combat ships is better on both accounts, I think most of the hybrid ships are a trap.

Jack of all trade, master of none. When I'm out exploring, the only thing I want to fight are Domain probe guards, which a Venture has no problem with. A few Gemini to supplement my hauling and surveying gives me a pretty imposing all round fleet that only the largest pirate fleets want to bother with. No civvie Gems either, THOSE are a trap. But rolling around with five Ventures supported by 5 Geminis is a pretty unstoppable exploration force. With Surveying on all of them, there is literally NO planet you can't survey, even the titanic gas giants in nebs.

Mind, this is because I LOVE hurling myself off into deep space, and do something like 100+ planet surveys, plus all the various ruin, station, derelicts you'll find along the way. Coming back to the Core with 4 Synch cores, and 50 AI cores makes the initial investment to get the fleet together well worth it.

Niches exist for a reason, and the Venture's niche is aggressive exploration. Strip mine entire constellations of their wealth with a small fleet of them, then sell off your haul, and buy some proper warships for when you need them. If I'm not fighting, I don't need dedicated warships. If I'm not trading, I don't need dedicated haulers. I need ships that can do a little of everything, cause exploration involves a little of everything.

Which is a classic discussion. Specialists vs generalists.

In the words of the Major, over specialization breeds in weakness.
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Locklave

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Re: Venture, why?
« Reply #123 on: September 06, 2019, 03:58:06 PM »

Having dedicated haulers and dedicated combat ships is better on both accounts, I think most of the hybrid ships are a trap.

I both completely agree and completely disagree at the same time.

The stage you are at in the game greatly impacts ship choices.

- Early to mid game you take the best you can get even if it's sub optimal. Early to mid game I use tons of (P) Mules for reasons I outlined, hauling/fighting not great at anything but solid. General function is needed as you lack both fighting and support. Mostly because Dedicated ships are not available/reasonable for cash reasons. In some cases mod BP are required for them to be useful/viable enough to shoulder the upkeep.

- Late game everything can be hyper optimized. Dedicated ships rule in that environment because cost is no longer a limiting factor.

Venture feels like it should be a no brainer early/midgame, but it isn't.
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nonomo4

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Re: Venture, why?
« Reply #124 on: September 06, 2019, 04:15:25 PM »

Having dedicated haulers and dedicated combat ships is better on both accounts, I think most of the hybrid ships are a trap.

- Early to mid game you take the best you can get even if it's sub optimal. Early to mid game I use tons of (P) Mules for reasons I outlined, hauling/fighting not great at anything but solid. General function is needed as you lack both fighting and support. Mostly because Dedicated ships are not available/reasonable for cash reasons. In some cases mod BP are required for them to be useful/viable enough to shoulder the upkeep.


Well the venture fits this perfectly. It’s a sub optimal ship that’s roll is early/mid game while you don’t have other options (lack of mods, lack of credits, no other choices available).
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Ragebrew

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Re: Venture, why?
« Reply #125 on: September 06, 2019, 04:25:50 PM »

Having dedicated haulers and dedicated combat ships is better on both accounts, I think most of the hybrid ships are a trap.

I both completely agree and completely disagree at the same time.

The stage you are at in the game greatly impacts ship choices.

- Early to mid game you take the best you can get even if it's sub optimal. Early to mid game I use tons of (P) Mules for reasons I outlined, hauling/fighting not great at anything but solid. General function is needed as you lack both fighting and support. Mostly because Dedicated ships are not available/reasonable for cash reasons. In some cases mod BP are required for them to be useful/viable enough to shoulder the upkeep.

- Late game everything can be hyper optimized. Dedicated ships rule in that environment because cost is no longer a limiting factor.

Venture feels like it should be a no brainer early/midgame, but it isn't.

Well, for me it is an obvious no brainer, since my early game is purely focused around exploration. There is fat cash to be made just exploring worlds, 1, 3, 5, 10, 30k a survey quickly adds up when you only burn 5 supply a go. Their 5 medium hardpoints give them enough firepower to drop probe cruisers with a well placed volley in a single go, allowing you to harvest those sweet, sweet gamma and beta cores. The only ship better for dedicated exploration is the Apogee, and finding those are a *** and a half. As I said, I can acquire a squadron of Ventures in a single circuit of the Core, I might be lucky to find a single Apogee.
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intrinsic_parity

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Re: Venture, why?
« Reply #126 on: September 06, 2019, 05:34:47 PM »

The thing about exploration is that I can solo all the derelict fleets from probes and survey ships with a single SO hammerhead for 10 supplies so I don't need any other combat ships. The motherships probably require more, but a venture isn't really what I'm looking for in that case. If I want to fight remnants, I will definitely need good ships and not some mediocre hybrid ships. I would much rather bring shepherds and apogees as well as buffalos with the surveying equipment to bring down survey costs. Most gas giants are level 1 so I don't mind skipping them early game. Shepherds and the starting apogee can get normal sized worlds down to 5 supplies without too much trouble.
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