I guess I have bad variants. I'm not sure what makes a good variant vs a bad variant.
Yeah, that's something that takes some practice. I'd suggest playing around with the missions available from the main screen; try a variant, run it up against something in the simulator, see how it goes. In
general you want maximum flux vents, firepower that's only a little over your flux dissipation, around 10-ish flux capacitors for frigates and destroyers, a bunch of kinetic weapons, and one high-damage-per-shot armor-cracking weapon... but that's
very generalized advice and there are lots of corner cases (like safety overrides builds) where parts of it don't apply.
Thanks for everyone helping me but I decided the game is not for me, so I'm going to move on.
Sorry to hear that. It
is a good game, but there is a significant initial learning curve...