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That said, the game is now being polished and tweaked so if something seems wrong now, it doesn't mean it is permanent. :)
So you say capping is hard a bit now? Lemme see..
now its like I still loose 30 but I have just enough left to cap the ship. As for larger vessels the difference is very prolific... Then again I ALSO have the thingie that buffs troopers
That is to say, if I have 50 Troopers, and they have 50 Troopers, the outcome is either I win with just a few Troopers left, or I Lose the boarding action on the last tick.
However, once you have a ship with 100 or more Troopers, the math changes. I've used my 200 Troopers on the Tzar to capture as many as 5 ships with maybe 50 to 80 Troopers each, before I had to Hire more. So it seems the game just gives preferential treatment to high Troop capacity ships.
Also. I normally play a Gunner class, and am still somewhat unskilled with the Engineer.
Anyway. Thanks for the help Ya'll. I just spent the last 5 hours grinding up enough credits to buy the Inciter. The rest of the game is all down hill.
And heck, with Veterans coming, they'll likely all have naturally improved Trooper Strength.
I see how the Life support sabotage Hack will be a Definite benifit to an Engineer later in the game, but at the very start, with low Trooper capacity, and no other Trooper Strength modifiers to speak of, it just does'nt do enough to justify putting points in it.
Now the Ability that ups your Shield Capacity and Recharge rate, that's saved my backside a few times. ;-)