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Glad to hear the good news! Did it get even more invested in the game?
I can only speak for myself, but the basic Mantis fight is ever present in my head.
"Something red looms. It's the Mantis."
Perfect for Christmas when you announce in the in-laws arriving
Damn, that's a good one!
1) Shields 2
2) Doors 2
3) Engines 3
4) You need a weapon set that can break Level 2 shields and then damage the room.
5) Medbay 2
6) Engines 4
7) Oxygen 2
8) Sensors 2
9) AutopIlot 2
From there you start working on weapons & shields as needed, doors 3 at some point, by this time you should be deep into a run so order becomes less useful.
Useful things that are outside the order due to RNG so if you can get them, get them unless you really need repairs:
1) Scrap Recovery Arm
2) Drone Control
2a) Defence Drones
2b) Hull Repair Drone
3) Teleporter for ships that don't have it but can become boarding focused.
4) Clone Bay
Getting level-4 Shields (2 layers) ASAP with my first 50 scrap is almost always my number #1 priority.
After that, I am setting a reserve of scrap, 80 to start, that I'm not spending until there is a something in a store I want. 80 scrap is enough to buy any weapon I could practically use at the start, and enough to buy Hacking or Mind Control. In the middle of the game, the store fund might expand to 150 if I am in the market for Cloaking, a Weapon Pre-Igniter, or if I'm willing to settle for one of those big, expensive, slow, power-hungry weapons.
I focus strongly on acquiring weapons, and systems and augmentations that help offense. That is because I think store offerings are the most brutal of the random elements of the game. It's all too common to go 2, 3, 4+ sectors finding few stores and finding absolutely nothing useful in stores the stores I find.
I only do ship upgrades when I can make them without touching the scrap I'm saving for stores. And then, I don't really have any set rules, I just think about what I will get out of them.
A lot of the times it's good to get Doors up to level-2 before you get out of sector 2, even if you have crew available for manning them. But if you are low on scrap, and you have decent crew for repelling boarders, you can let it slide. Though if you are about to enter a Mantis sector, maybe upgrading Doors becomes a bit more important.
Piloting level-2 is good to have, mainly just for a damage buffer so your evasion doesn't drop to 0% from 1 point of damage. And at 20 scrap it is cheap, But I'm not considering it until I have at least +20 scrap over my store reserve.
Upgrades to Medbay, Oxygen, and Sensors are all nice to have, but there are just so many priorities that they have to wait a long time before I get to them.
With Medbay, it's mainly useful to upgrade if you also have an upgraded Crew Teleporter and you need to heal boarders quickly for multiple boarding attempts.
Oxygen level 2 can overcome the oxygen loss from a breach when all your interior doors are open, which is important when fighting a Boarding Drone. That doesn't happen a lot over the course of a game (though you know it will happen on phase 2 of the Flagship). It can also protect you from level-3 Hacking on your Oxygen, but again that is very rare (though potentially fatal) before you face the Flagship.
You can get level-2 information from manning level-1 Sensors. Even if you don't have enough crew to station someone full time in Sensors, you can run crew from another system into Sensors for a moment for a peek at the enemy ship, and a peek is usually all you need. If you have Mind Control that you want to use on enemy ships, and you are low on crew, then the upgrade to Sensors makes more sense. The upgrade also protects against an enemy using Hacking on your Sensors (a hacked room cannot be manned), which is something to consider before facing the Flagship.
Some upgrades make more sense based on the sector you are entering. Slug sectors have those events where either Oxygen or Medbay/Clonebay are disabled if they are still at level-1, which an be potentially deadly. Upgrades to those systems protect you from those events (Hacking also provides you a blue-option counter, but then you can't use Hacking in the battle).
If I have Hacking, I may let additional upgrades to Shields and Engines slide a long time, because I can use hacks on enemy Weapons and prevent them from making a meaningful attack in many battles. With Cloaking, getting to Engines level-4 is an important threshold (for 100% evasion when cloaked), but usually let Shields slide. After level-4 (2 layers), Shields upgrades are really expensive.
The only ship upgrade rule to which I am heavily committed is spending my first 50 scrap on Shields (though there are exceptions to that, too). With everything else, I wait until I need it.
Hi, Mike.
Your ships guide on github is getting blocked by my antivirus since 27th January.
Do you know the reason why?
Yout other links on github are not blocked.
Thanks for letting me know. This is the first such report I've received.
I don't know the reason, but I can speculate. It's quite technical:
I used a static site generator called 11ty to make the ships guide. It was partly an experiment, as I never used one before. It also allowed me to get free hosting with Netlify.
However, as with nearly everything in the javascript ecosystem, it is built on infernally complicated dependency chains. Javascript has a culture of a fast update cycle. The attitude towards security is "just update it to the latest version", as opposed to, say, not relying on a million tiny packages for no good reason.
I am sitting on 15 pull requests from Dependabot, Github's automated security dependency update system. They even interfered with my wanting to make content updates.
Most such vulnerabilities are incredibly minor, and since absolutely none of this javascript is served to the end user anyway, it shouldn't be possible for it to represent a threat. It's only used to regenerate the site when it changes, outputting static HTML.
You can verify that it's only static HTML with the browser's developer tools.
However, it may be that some over-zealous antiviruses will identify this as a threat, because the codebase itself has security vulnerabilities -- probably quite minor ones, but with the tower-of-cards that is modern javascript development, who really knows?
Frankly, I'm ♥♥♥♥♥♥ off with it. This was supposed to be the simple way to run a basic content site, but it's still a million javascript packages just like every other modern "solution".
I also found the static site generator approach much more limiting and frustrating than all its evangelism suggested. Maybe it's easy when you're an expert in it, but not for me. There are quite basic design improvements that I never made, because it was too damn complicated to work out.
Anyway, the upshot is you can probably tell your AV to ignore those warnings. In any case, when I get time, I will be replacing it with my regular setup that doesn't rely on all this nonsense, and will let me work the way I want to.