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Author Topic: A few noobish questions about .52a.1  (Read 4725 times)

2_Wycked

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A few noobish questions about .52a.1
« on: May 20, 2012, 07:27:24 PM »

Hey guys, really loving the game immensely, but I'm having some questions about the added features.

1. Fleet points: I thought this capped at 200? But I'm getting "high" accident chances from having 160~... not sure what the method behind the madness is here. Can I increase the Fleet Point cap with bigger/better ships?

2. Are Tankers/Freighters worth it, for increasing their respective reserves? I haven't heard of anyone using them although they seem to have a use now.

Thanks, and apologies if these have already been asked before.
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VikingHaag

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Re: A few noobish questions about .52a.1
« Reply #1 on: May 20, 2012, 07:40:25 PM »

Freighters are worth it, but only the atlas tbh.
And the cap was lowered to 100 for FP. You can bypass this by editing the savegame with an XML viewer and editing FP limit in /PlayerFleet/FleetData
« Last Edit: May 20, 2012, 07:55:13 PM by VikingHaag »
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2_Wycked

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Re: A few noobish questions about .52a.1
« Reply #2 on: May 20, 2012, 07:52:52 PM »

Thanks, I increased the fleet point cap already. That should tide me over for quite a while.
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StahnAileron

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Re: A few noobish questions about .52a.1
« Reply #3 on: May 20, 2012, 08:45:13 PM »

The soft cap is 100. The hard cap for accidents to happen for any of the fleet stats is 150% of that stat's softcap. In this case, 150FP is the accident cap. Up to and including 150FP would just incur additional Supply overhead costs. 151FP and above will activate the chance for accidents.
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Vandala

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Re: A few noobish questions about .52a.1
« Reply #4 on: May 20, 2012, 08:50:41 PM »

The atlas is definably worth it, its only 15 points and adds 2000 cargo capacity to your fleet.
Not only that, it also has a flight deck and room for 20 points worth of fighter wings.
Though I've never used it in combat myself it might come in handy due to that flight deck if your willing to risk it.
Remember, its a capital ship, you can add up to 50 capacitors to the thing thats 45x200=9000 flux points for its omni shield (only 45 due to its current point limitation, so no weapons if you do this).

If you need room to spare the Atlas is your best option.

Jazwana

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Re: A few noobish questions about .52a.1
« Reply #5 on: May 20, 2012, 08:54:20 PM »

as for question 2, tankers are not worth it as fuel has no use in the game currently, so it's always best to sell 100% of your fuel and then you'll have plenty of room in your fleet for any you capture.

freighters are hit or miss I'd say.  It depends a lot on your fleet composition, what targets you're going after, and your play style.

For example, if you plan on fielding a lot of fighters, it can be useful to fly a freighter to store extra supplies for you.  This may not be necessary if you use ventures (or an atlas!) as your flight deck as they have a lot of cargo space already.

If you plan to raid station resupply fleets which generally drops a lot of weapons and supplies, again, useful to have a freighter.

Finally, if you plan to capture a lot of vessels or in general your play style ends up with hull damage more often than not, a freighter to hold extra supplies will get you through a few battles without having to resupply.

I can't think of many other cases where a freighter is useful.  In my game I did buy an atlas just to shuttle a few thousand supplies to the abandoned station so I could fix up any captures I had before mothballing them.  I subsequently mothballed the atlas :)
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jacobgr43

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Re: A few noobish questions about .52a.1
« Reply #6 on: May 22, 2012, 05:36:21 AM »

Well you may as well have some freighters, you generally won't need over 120 fleet points in combat ships (unless you plan on making small ships suicide charge capitals) so the remaining points may as well be put into freighters so you can carry more supplies for fleet repairs.
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