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You are supposed to deal with the starting setups - Though you can (and should) get more crewmembers / exchange them for new ones during the game, through events or hiring them from stores.
Be aware that race matters quite a bit, as they have special traits that can be beneficial to your playstyle.
Edit:
For example, running a ship with an all Mantis crew (those insectoids) is pretty much useless when you do not plan on boarding enemy ships a lot. They are still good at repelling invaders, but you would want other race crewmembers that perform other tasks more efficient than the Mantis in this case.
I strongly suggest reading up on races on the Wiki for more information, if you want (but perhaps you want to discover stuff yourself, that's your choice, of course).
But my point is, there is more to them than cool names and visuals ;)
Well, I'm technically a misanthrope, but point taken ;)
Those are the Engi, they have a higher repair speed than all other races but deal lower damage in combat, so they should never be used as boarders and only to fight enemy boarders as a last resort.
Engi A starts with 2 engi and a human. I like to have an engi in both weapons and shields because they repair the fastest.
He was banned after he made those posts but it will show banned in any other posts he made pror to the ban.
He gets banned a lot be going ape ♥♥♥♥♥ bananas if you poke at em even in the slightest and mroe recently making posts just to start fights.
Human - Are Average. Only has one Blue Event for them. When you have to choose who to dismiss because you went over the crew headcount, don't keep the human unless he has a huge skill bonus at some vital ship operation.
Engi - Gets bonus to repair speed. But bad at boarding combat due to reduced damage.
Mantis - Get bonus to boarding combat damage. They're also fast when moving around the ship. But are SLOW at repairing ship damage.
Rock - Has the most HP of any race, but they're also the slowest in terms of getting around a ship.
Zoltan - They have low HP, which makes them ill suited to combat. But they also provide one free power bar to any system or sub system that they're in the same room with.
Slug - They have identical stats to humans... except that they're telepaths. They know where all enemy personnel are even when sensors are down. They can also see what's happening in adjacent rooms.
Crystalmen - They have more HP than average but not as much as Rockmen. Conversely, they're slower than average but not as slow as Rockmen. They also have an activated ability that prevents anyone from entering or exiting the room they're in while it lasts.
Lanius - Average stats but suck all oxygen out of a room and take no damage from lack of oxygen.
So, crew recommendations:
Engi - One or two for your emergency repair team. Don't use for boarders.
Mantis - Best boading fighter, slightly edging out the Rockman
Rock - Second best boarding fighter. Also second best for putting out fires because they're
immune to fire (best fire extinguisher is emptying the burning room of air).
Zoltan - Station them in a room that needs power, even if they're not manning anything. NEVER station them in a subsystem room, and don't use them in boarding fights if you have better options.
Slug - Use like you would use a human.
Crystalmen - High HP and special ability makes them useful for boarding actions, but can fill any role as requried.
Lanius - Don't play well with non-Lanius. Care is needed for how you use them.