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Cargo blocks are more effective the larger they are. One large cargo block will outperform six smaller ones that equal the same volume and grid size.
Progressing toward the universal core will net you greater resources and better materials to work with.
Ultimately, the goal here is to make sure you have space on the interior even if you may not know how you want it laid out yet, so that you can design your exterior. Maybe as you were designing, you put in generators but at the end, you didnt have enough power- Just replace some of that framework/stone/etc with generator blocks and voila. Want some more cargo space? Replace. Etc.
Mine lasers can harvest one material above their level. one of the first goals you should have as you move in to the center is get new lasers from equipment decks.
Thanks for that tip!
You can build your own fighters. You gotta build one at a fighter factory. Make a squad for it in your hangar tab, and then drag it to blueprint square. This will destroy the fighter but as long as you have the materials, your ship will produce the fighters. Having assemblers on your ship will allow your ship to produce fighters much quicker. The bigger the block, the quicker your ship will produce them.
You also need a transporter block on your ship to pick up ores, scrap, or anything else your fighters pick up.
As for obtaining crews? You will have a harder time finding crews as the badguy as your rep with factions will be negative for attacking them and you likely will always be on the run. Further, other pirate factions will likely still try and kill you. Then there are the aliens, they too are a threat. So there is little benefit of being a bad guy, a pirate. This very well maybe why the vocal minority want to do away with crews on the ships entirely, so to be freed to play without consequence to their actions.
As for gaining better resources? Just head to the center where you'll find the resources. The greater number of mining ships you have early on, yields better resource results, but more micro managing. So depending upon your play style, you may want to keep fewer ships that you must always be upgrading.
Personally, I found building my ships from the start with size 3, rather than 1 or 2, works out the best. It'll be more expensive upfront, but they end up with better stats and can fit more processing power that yields greater number of weapons. I would avoid using more than 3 mining lasers and or more than 1 salvager. Reserve as many slots for weapons that mix anti-shields and pure damage. NPC shields seem to become stronger the closer you get to the center, or my fleet of six ships are in need of significant refits (omicron damage ranging from 1 to 3k).
Look for large asteroids. These won’t be the shiny iron ones for mining, just large irregular ones that you can claim. Get within 0.2km and you should be able to interact with them. Claim it and sell it to the nearby faction. The reward is credits and reputation. The higher the reputation you have, the more they pay but the less reputation gain you get. If they really hate you, you’ll get tons of rep but very little money.
In addition to these asteroids, you can find hidden caches, small containers that can be looted for one or two turrets or upgrades and a stack of credits. This is probably the most reliable way of getting higher rarity items aside from buying them early on.
Don’t worry about rushing to the middle or anything. Take your time. You’ll want to slowly make your way towards the center of the galaxy, but understand that things will get harder as you go and you’ll want to be prepared.
Thanks for the info. Can pirates also attack my captain's ships when they aren't in the same sector as me?
https://www.youtube.com/watch?v=WWaLxFIVX1s
Makes sense though.