Avorion

Avorion

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LordNSR Jun 25, 2017 @ 11:36am
Proper way of making ships??? good ships for combat ( right now on naonite)
I have a huge mess of blocks as a ship, if my shields go down and enemy atks from high ground they usually destroy a block or 2, my ship so far is doing good ( my poing of view in normal) but i been watching the screenshots and i see people with good looking ships and everything covered by armor, when i cover everything in armor my ship looks awful and is kinda hard to manuever.

So any1 could give me a few tips on ship building?


Edit: Fleet ships:
ships for mining should i make simple ships: enough crew and movement or proper ships for them??

Combar ships: have yet to make 1 but judging by how the captain fly my main ship i doubt they usefull??
Last edited by LordNSR; Jun 25, 2017 @ 11:51am
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Showing 1-15 of 31 comments
LordNSR Jun 25, 2017 @ 12:50pm 
well i just f up, i destroyed my main ship against a wreckage..... with 5 yellow mods lol, it feels really bad....
Beknar Jun 25, 2017 @ 1:42pm 
I hope you get some good replies- I am at the same stage of tech. I have a miner ship, but its pretty helpless, and frankly I don't trust the AI to pilot my ships into combat. So it sits around a lot while I explore because passive out-of-sector actions aren't a thing yet. My mining ship is low in omnicrom, but is practical, lightly armoured (light weight), and sports much of my advanced mining tech and scanner tech. It is fully crewed, and I upgrade it regularly as I get more nanoite and systems. But I could sure use a few pointers, too!
LordNSR Jun 25, 2017 @ 1:58pm 
They actually work out of sector, i left 3 miners in a sector and they rid the sector of minerals. ( I am playing in beta patch)
LordNSR Jun 25, 2017 @ 2:01pm 
I went deeper into the galaxy cause i wanted to try the fighters for mining and salvaging, i found territory with blue mineral and sometimes naonite and also just found a ship with 3.6k omicron lol ( it is xotan small ship, it is using missiles, i am just watching cause i blow up my main ship).
Beknar Jun 25, 2017 @ 2:46pm 
In the beta patch they work, yeah. I dont use it, though.
BloodyRain2k Jun 25, 2017 @ 2:51pm 
What I'm struggling with is how fast you need a gigantic crew just because as you scale things like HP with armor you need to scale up the thrusters massively and also the dampeners or you will "roll" for several km and when you're done matching that all up again you need 10x as much crew as you did before you started making these changes...

I'm trying to keep my ship as small as possible just because of that and aside of it's hull HP is that working ok so far. Smacked myself once already too into a wreckage, lost 2 blocks, HP went to < 20% and bam, the game declared it dead...
Didn't actually lose anything afaik back then but getting back there was a pain, biggest loss was actually the crew, everything else was either recoverable or not valuable.
Beknar Jun 25, 2017 @ 3:04pm 
Same here. I have had a few madening collisions myself (hidden asteroids as well as my own speedy impatience to approach one to mine), and as a result my ships tend to stay small and as agile as I can manage. Lots of thrusters, dampeners, and good gyros so I can strafe to avoid sudden obsticles.
Farad Jun 26, 2017 @ 4:21am 
Iv just played another round to figur out how I can put some boxes together and call it a ship so here is my suggestion:
if you want to give a ship to AI to controll it the most important thing is axeleration, brake down and energy recharge It seems the rest dosnt matter if your captain gets in crossfire you can kiss him good bye no matter how much armor you give him/her.
William the Bat Jun 26, 2017 @ 11:50am 
A few things about ship building.
Some weapons have a chance to bypass shields, so even if you have really strong shields you want relatively tough blocks on the outer shell of your ship, and a few integrity field blocks under that shell. You want enough hit points that you can survive running into an astroid you did not see at full speed - and your front should probably be a big armor block so it does not break every time you bump something. While you can use a huge inertial dampener to reduce "drift", packing in lots of thrusters gives you more flexibility in how you manuver. It's ok if the thrusters are packed in under your armor, real life physics do not apply! A great way to increase your hit points and volume (for more mod slots) without much weight is with solar panels. While the energy they provide is next to nothing compared with generator blocks, they are very light, reasonably strong, and not too expensive. They also look cool to use as your outer skin. Try to make sure all the ships in your fleet have the same hyperspace range - but be prepaired to leave them behind when you are off doing the exodus quest or other long-range travel as you can change out some of your mods for hyperspace boosters to go far fast. Just leave them someplace protected. Energy weapons look cool and have some great damage, but their energy use goes up the longer they are active, and in a big fight you can find your damage falls off quickly. The humble chaingun, as long as it's not the "overheats" variety can fire forever, and if you take some time shopping around various turret factories, you'll eventually find one that gives you extremely strong weapons. Then it's just a matter of going grocery shopping until you have the supplies and cash to build as many as you want. Hire specialist crew - you'll need less of them to get 130% in mechanics and engineers, and then you can skimp on officers. They'll also level up a bit over time, so if you suddenly add to your ship you may still have enough crew.
Hope this helps!
Pielotap Jun 28, 2017 @ 5:04pm 
That was pretty helpful actually, thanks. I didn't know you could hide thrusters under other blocks nor about weapons bypassing shields. Maybe that's why I keep randomly losing crew despite being fully shielded.
Faptor Jun 28, 2017 @ 9:00pm 
^^ Same, thanks man! My Doom-Brick has insane armor but drifts for days because I dident want to leave a soft spot on my front side.

So far ive been dumping everything into a super heavy solo ship , I raced to find the green and blue resorces so I can have a Carrier. Is it worth it to have swarms of fighters? or should I build lots of smaller ships instead of a super carrier and make a fleet?
Mongoose Jun 28, 2017 @ 10:48pm 
Since I mostly do mining and salvaging, I've kept my ship relatively small so far (especially compared to the giant sprawling corvettes I see the AI using, my ship is essentially still a fighter)

I think a lot depends on shape, size and purpose. My ship is relatively tiny.

I don't think you need to necessarily armor up the whole thing, I mostly just put armor on the front face and on the sides and top over vital systems (generator, crew compartment, shield generator). I also try to minimize my front profile and use a lot of angled armor (even though deflecting isn't really a thing).

But generally my philosophy is if I'm fighting something, I'm keeping my nose aimed toward them, and thus want to minimize my front profile and maximize my armor there, and if I don't want to fight I just turn and run like hell, which mens a light ship, decent thrusters and huge engines. That works fine for my 1-gun, eight-man-crew fighter, but I know it's much harder to pull off with a gigantic freightliner or battleship, but I also have no idea how to pay a huge crew, since the only way I've found to reliably make money is mining (which is unfortunate, I initially really wanted to be a salvage ship).
Faptor Jun 29, 2017 @ 4:35am 
TBH I dident know angled armor did anything :O I have serious changes to make
anvilton Jun 29, 2017 @ 5:22am 
Originally posted by Mongoose:
That works fine for my 1-gun, eight-man-crew fighter, but I know it's much harder to pull off with a gigantic freightliner or battleship, but I also have no idea how to pay a huge crew, since the only way I've found to reliably make money is mining (which is unfortunate, I initially really wanted to be a salvage ship).

You collect credits when salvaging, just so you know.

Since the economic in this game still needs a fair amount of TLC (from my view and it is getting there), for me its collect enough iron and titanium to make a small ship for mining and salvaging, staying near the newb sectors, continue mining.

When xsotans or pirates show up, head for them, shoot one, run like a girl and let the sector partols take care of the rest. You then get credits for the pirate kills and can swoop in for some salvaging giving credits and loot drops. The go sell the loot drops and continue mining, lather, rinse and repeat.


Last edited by anvilton; Jun 29, 2017 @ 5:23am
BloodyRain2k Jun 29, 2017 @ 6:18am 
Originally posted by anvilton:
When xsotans or pirates show up, head for them, shoot one, run like a girl and let the sector partols take care of the rest. You then get credits for the pirate kills and can swoop in for some salvaging giving credits and loot drops.
That's a hit or miss. I've had times where I barely landed hits on them and got rewarded for "helping", other times I did the majority of the damage and F***all was given about it <.<

But yeah, when anything shows up, even if you're not a salvager, still take a look, there's a good chance stuff dropped anyways.
Got a few nice blue modules just from being at the right time at the right place.
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Date Posted: Jun 25, 2017 @ 11:36am
Posts: 31