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General Discussion / Re: worst enemy is economy in this game
« on: March 21, 2025, 06:43:19 PM »
Some good tips in this thread, I'll throw in a couple of my own:
In the SUPER early-game, try and save to acquire a dram (orange, fuel frigate) and fill it with fuel. Usually you can get a dram for ~11k credits off the black market and fill it for another ~20k (?).
Then go to the map tab and make sure you turn on the 'Fuel Range' option in the bottom left. This will always tell you how far you can fly (in a straight line) and back before running out of fuel. The inner circle is getting there and back, the outer circle is just getting there.
For pure civilian ships (like drams, buffalo, salvage rigs, etc, NOT ships like Mules, Cerberus, ) don't bother with weapons. You want logistics hullmods that make the ship's campaign stats better and then hullmods that make the ship faster for fleeing in combat, in that order.
An example of the dram I mentioned above that I usually build is:
- Auxiliary Fuel Tanks - Militarized Subsystems - Safety Overrides (only allowed by MilSub) - Unstable Injector
This ensures the dram carries a LOT of fuel, doesn't have a nasty sensor profile, and might even be able to escape when fleeing.
You can also build in the Auxiliary Fuel Tanks on the dram early to get a bunch more fuel capacity and get a bunch of bonus XP to level up faster once you have a Story Point
In the SUPER early-game, try and save to acquire a dram (orange, fuel frigate) and fill it with fuel. Usually you can get a dram for ~11k credits off the black market and fill it for another ~20k (?).
Then go to the map tab and make sure you turn on the 'Fuel Range' option in the bottom left. This will always tell you how far you can fly (in a straight line) and back before running out of fuel. The inner circle is getting there and back, the outer circle is just getting there.
For pure civilian ships (like drams, buffalo, salvage rigs, etc, NOT ships like Mules, Cerberus, ) don't bother with weapons. You want logistics hullmods that make the ship's campaign stats better and then hullmods that make the ship faster for fleeing in combat, in that order.
An example of the dram I mentioned above that I usually build is:
- Auxiliary Fuel Tanks - Militarized Subsystems - Safety Overrides (only allowed by MilSub) - Unstable Injector
This ensures the dram carries a LOT of fuel, doesn't have a nasty sensor profile, and might even be able to escape when fleeing.
You can also build in the Auxiliary Fuel Tanks on the dram early to get a bunch more fuel capacity and get a bunch of bonus XP to level up faster once you have a Story Point
