Star Traders: Frontiers

Star Traders: Frontiers

wyrd Sep 11, 2018 @ 8:36am
Best ship?
So I'm over my first million credits, and now I'm wondering what kind of ship I should buy. Should I go with the 1.1m ship?

Any ship guides out there?
Originally posted by Recrusive Thoughts:
Of the top two ships on size/mass and cost, the Sword Battlecruiser is the most versatile as far as all-rounder goes. The extra couple componant slots doesn't seem like much but they really do make a difference. Also if you are upgrading from a smaller ship to a larger one make sure you have plenty of command and tactics among your crew (80+ ish). The loss of speed and agility afforded to smaller ships again doesn't look like that much but the end result is very noticable if you don't compensate for it in your crew skills. Only other tip I can give is that it is worth it to lose some armor/shielding in exchange for cargo space and/or jump fuel costs if your intent is for an all purpose ship. You can even lose a few weapons for upgrades you feel you need if your command/tactics are high enough to control combat range.
< >
Showing 1-15 of 20 comments
wyrd Sep 11, 2018 @ 8:37am 
A question I forgot to ask: Does my crew follow me to the new ship? Or do I employ an entirely new crew?
dragonblogger Sep 11, 2018 @ 8:45am 
I only bought larger ships and crew follows, but I never downgraded to see what happens when you have more crew than the ship can hold.
Lapo Sep 11, 2018 @ 8:52am 
You can't launch the new ship from the drydock if your current cargo, crew and officers can't fit in it.

As for the "best ship", it depends on what you want to do with it.
Trese Brothers  [developer] Sep 11, 2018 @ 9:10am 
If you want to downgrade ship size, you have to dismiss crew.
wyrd Sep 11, 2018 @ 9:11am 
I think I'm looking for a ship that is primarily trade, but still quite alround for fighting, smuggling, hunting, trading.. etc. I might go with the biggest and fattest anyway just to try it out :P
The author of this thread has indicated that this post answers the original topic.
Recrusive Thoughts Sep 11, 2018 @ 10:33am 
Of the top two ships on size/mass and cost, the Sword Battlecruiser is the most versatile as far as all-rounder goes. The extra couple componant slots doesn't seem like much but they really do make a difference. Also if you are upgrading from a smaller ship to a larger one make sure you have plenty of command and tactics among your crew (80+ ish). The loss of speed and agility afforded to smaller ships again doesn't look like that much but the end result is very noticable if you don't compensate for it in your crew skills. Only other tip I can give is that it is worth it to lose some armor/shielding in exchange for cargo space and/or jump fuel costs if your intent is for an all purpose ship. You can even lose a few weapons for upgrades you feel you need if your command/tactics are high enough to control combat range.
Råb!d Sep 11, 2018 @ 5:39pm 
HTF did you get 1 million credits?!
JimmysTheBestCop Sep 11, 2018 @ 8:10pm 
If you are a merchant/trader and focus on contacts and rare trade goods you can make 300k+ per single trade depending on how much cargo you can haul
nephilimnexus Sep 11, 2018 @ 11:03pm 
Originally posted by Ty:
I think I'm looking for a ship that is primarily trade

Warhammer has 4 large slots. Make them all cargo level 4 and dominate in trade. Fill your smalls with navigation boosters to get your jump cost back down to nothing. Put fuel tanks and maybe extra cargo pods in medium slots for long hauls.

Originally posted by Råb!d:
HTF did you get 1 million credits?!

My personal record stash was $4.8m, primarily earned as a bounty hunter. Military rank may give you a 2% pay increase (whooptie-do) but each edict level jacks your pay up by 10%. Getting offered well over $250K+ per target is perfectly normal for straight BH missions. Get red badge and a strong diplomat on board and you won't even lose much rep with your victims, either (read: magnomious victory + red badge = 1 point rep loss for killing a mark, because that's the minimum for anything).
JimmysTheBestCop Sep 12, 2018 @ 2:32am 
Originally posted by Ty:
So I'm over my first million credits, and now I'm wondering what kind of ship I should buy. Should I go with the 1.1m ship?

Any ship guides out there?


It does depend on what you are trying to accomplish. I've stayed in the Scout Cutter for 20-35 years before. If its strictly a boarding combat ship it actually does extremely well. Once you take out all the weapons and add 5 pilot assist modules.

I've taken on everything but a Xeno in it. Its just a little to risky. I've confronted a Xeno but always escaped on 1st try but they would land 2-3 hits at range 5. That little ship can't take many hits like that. I had no trouble slaying Xeno's in the Dart Jammer set up as a boarding ship again.

IF you are going for space combat it depends on what range you like to fight at. For ranges 3-1 I like 2400/3400 mass ships. They can be dodge/evade beasts. And you only need 3 weapons that fire in range 3.

If your a trader/rare goods trader I would just get the ship that has the most compartments especially large. You want max cargo and fuel. If you already got "skip to the void" talent then you never have to worry about space combat.
Pat Fenis Sep 12, 2018 @ 11:34am 
Remember you can only skip maybe twice before the drive is blown, often one go will blow it. It's a 4 week job at a 10 starport. You'll still need more mundane encounter talents, it's really more of a NOPE button for xenos or some other last resortish situation.
Grigsey Sep 12, 2018 @ 12:03pm 
the largest ships (broadsword, warhammer, sword battlecruiser, and titan) are worth the money, but keep in mind, you are going to want like 1 mil to 3 mil worth of upgrades before you want to take it out for a spin. You can make some really fun builds with them, highly recommend installing 3 medium sized officer cabins so you have the maximum amount of small slots possible (pilot, nav, and defense mods, leaning more towards defense mods since late game they seem to be more valuable, i have x6 defense and 1 nav and pilot and it is enough for hard, untouchable except for the very rare random luck hit).

The extra crew space is very nice for extra crew to add to command or doctor or whatever you are needing at this stage.

That said, for combat purposes, you can make the mid sized ships, and even smaller fast ships, just as effective in time to kill vs. all ships except the largest and xenos.

The cool thing I've noticed about this game is there is more or less a way to build any ship to be pure awesome. Play around with builds, you'll find cool and fun ways to play.

I personally like the Sword Battlecruiser decked out with 7 autocannons (1 medium and 6 small), venting hull debuff is awesome, great chance at disabling ships, only real downside is sometimes a ship will start to spam talents which remove the venting hull debuff, but it's just delaying their doom. I've gotten them to do like 300-500+ damage each once enough venting hulls are stacked.

Find your flavor of choice and crush the galaxy :D
wyrd Sep 12, 2018 @ 12:47pm 
Thanks for all the help. I ended up going with the Sword Battlecruiser. The extra slots seem more worth than the extra hull (but what do I know?).

The other thing is that it burns waaay more fuel for travelling and jumping. I could jump like 6 times with my old ship in one fuel tank, but this one requires stop for gas in nearly each quadrant. My fully-upgraded frontier-liner was a much better ship, even on the combat side.. but I hope I can upgrade this one steadily to a higher level than my old ship.

Another thing I did not think about was that extra crew means higher wages.

I sold my frontier liner to get some early upgrades to the engine and hyperwarp drive + some extra cargo space and a level 7 goliath missile system. Seemed essential to be able to live with this behemoth.

I think I'd like to have at least one prison cell, and a nice medical bay later on.. :-)
Seswatha Sep 12, 2018 @ 3:23pm 
Not a bad choice, from my estimations sword battlecruiser is actually the only big ship that is worth it, but the investment to make it good is significant.

I usually stick with smaller ships as they move around the map faster (which was a recent discovery for me, but it's logical) and are cheaper to max out, but can still handle pretty much anything in the game when built correctly (on impossible).

A lot of big ships seem like a trap choice tbh, but sword is ok if you can afford it. I would highly recommend using all 14 slots for pilot or defense modules, with maybe a few nav mixed in. Depends on the difficulty and your crew though, you can get away with less on lower difficulties or with really high command.

I would probably build it for long range combat using 15 speed/8 agility engine unless you want to crawl on the global map though (engine speed is used for your global map travel speed). I would normally recommend building for short range (ideally 3) but flying around with 8-9 speed is not fun and 7 extra strong dice you get at long range from 15 speed/8 agility engine is something to consider.
Last edited by Seswatha; Sep 12, 2018 @ 3:26pm
JimmysTheBestCop Sep 12, 2018 @ 6:59pm 
I would really only think about those huge capital ships if I was focusing in on trading. For space combat or boarding its not needed. Just a waste of credits.

Before I make 5 million credits to overall a capital ship I probably would just start a completely different career path with a new captain.

I played 80 years before with the Dart Jammer. All I need is 5 officers and 30 crew max. And you can pretty much do anything in the game you want. You might not be able to do everything at the same time. But I have no problem getting new crew and officers if all of a sudden I want to go from trading to say exploring/hunting xeno's.
< >
Showing 1-15 of 20 comments
Per page: 1530 50

Date Posted: Sep 11, 2018 @ 8:36am
Posts: 20