Resultados da pesquisa

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4
Does this worth it?.
Agora
FrostyAnus
1
Need help
2
Are there any hot female characters in this game?
1
1
Disable bloom?
Agora
Lycaerix
2
anyway to change resolution?
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Hové
8
best way to get Homura ?
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bratacsga
29
4
i dont like heroes here:
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Hinamina
8
New Player, starting with mods or without?
Agora
Dave
30
LOWER THE INCOMING HOSTILES FFS
Agora
merusalem
Originalmente postado por Warhawke:
Oh and the same thing has basically happened on three fresh starts in a row. So it wasn't just a weird outlier.
I wondered about these fleets, as well. I took them to be a new feature, maybe a year ago or so. Because I had not encountered these fleets up to that point.

I thought about the input I got from veteran players, similar to what you got in this thread.

What was the reason I got this "new feature" in all of my games suddenly? I pondered.

After continuing some games where I got these fleets and playing around with different other game setups, I realized: This type of the Marauder fleets (or Pirate fleets in some systems) appeared after I ventured into solar systems that were above my player level,

Did this stop me from warping into systems that were much higher levels than mine? No, I found ways around it:
- I developed a feeling for the Marauder fleet loops. If I get attacked twice in a row in a system, just one minute after the end of the last battle, I know it is probably going to happen again.
- I play more defensively. This includes:
- - Making finding a station I can withdraw to the highest priority in a new-to-me system.
- - First thing after warping into a new system is to set a system I will warp to in an emergency. This means, if I get a warp-in I consider too dangerous, I switch to the map screen and warp to the pre-set target. Two seconds max, not enough for the warp-in fleet to destroy my flag ship. Especially when I have visited several systems ten or more levels above mine in a row, I select this emergency warp system very carefully. I want it to be a system with a friendly station close to the warp-in point. Bonus if it is below my level, but that is really just a bonus, not the major deciding factor.
- - I set a high priority to making my flag ship faster than 50, or 60 if possible. The top left skill in Exploration helps with this. Marauder fleets that cannot catch you cannot hurt you. Does this prevent me from warping into the center of an enemy station attack fleet? No. So, I make sure my emergency warp system is not under attack.
- - I set a high warp-out percentage for each of my fleet ships, or a high dock-with-me percentage, if I fly a carrier. As 50% has still gotten some fleet ships obliterated, I tend to set my fleet ships' warp-out moment to 60% .
- - I retreat - and in case I am a fleet commander - I regroup early.
- - Plus half a dozen other secondary safety measures.

Currently I am in a system in the high thirties as a level 25 or so, and I try to reach a derelict in the top right of the system, while the only station is very much on the left. My last dozen attempts to reach the derelict were interrupted by Marauder warp-ins.

Earlier I would have lost my fleet and in the end my flag ship, because I would call back warped-out fleet ships and press on with a damaged fleet.

With one fleet ship dedicated to repairing and a few repair drones, after each Marauder warp-in I can decide if I want to pause for repairs - one warped-out ship at a time - or if its is better to retreat to the station right away, while one warped-out ship after another is in repair, limping back. Gotta keep the repair bills on stations low.

My advice to you would be to see which defensive measures - after all, you are a trader, not a flail-swinging bandit - suit you, and test those measures in systems that are a bit higher than you. You might be sursprised how muvch fun that can be.
16
Despite the setbacks, our mission is unchanged.
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