

- #STARSECTOR SHIPS BY FACTION MOD#
- #STARSECTOR SHIPS BY FACTION UPGRADE#
- #STARSECTOR SHIPS BY FACTION FULL#
The only dmods that cause me to immediately toss a ship are busted engines on something too slow to mod back up to par for my fleet composition. They're cheaper to field and maintain, and lots of the damage won't matter in practice. It is worth noting that D-mod -damaged- ships, can be real handy to keep around. Vulture operations are absolutely good times. Hardened shields, reinforced flux conduits, ITU, max vents and rest into capsĢx HIL 2x longbow is probably OK as is double tach but its so much more effective to use your fighters as PD and then slam damage than it is to try to use them offensively I like 2x Plasma Cannon, 1x Xyphos, 1x spark, empty small slots, 2 sabot launchers, 1 typhoon (in the front, subbing to 3 sabots is fine), 1 locust(or MIRV). The default fits on the Odyssey are, kinda bad. So autofit picks up both based on what you have and default fits. What do you use in the fighters bays with the PCs? It gave me a Tachyon lance (25) and a high energy laser (20) instead and a Cobra Bomber (15) which seems like a hat on a hat with the Flash Bombers but it's hard to test objectively. Asking because I knew I had plenty of them in storage but the stock auto-fit either didn't grab them, or replaced them. (Just the low speed purple death balls from the bombers)ĭefault equipment? I can tell you that flash bombers are 100% not default equipment. Is that default equipment? I looked at the gif on the wiki and I don't remember seeing high speed purple death balls.


The true power of the Odyssey is plasma cannons. It feels like it could solo the T1 pirate stations)īombers are Eh on the Odyssey. (The Odyssey capship is a beast with some Flash Bombers. That big boi is expensive to run but a true joy to operate.
#STARSECTOR SHIPS BY FACTION UPGRADE#
My build order is usually: defense batteries, industry #1, station (queued up immediately after industry #1), patrol base, waystation if you need accessibility bonus, upgrade batteries, industry #2 around here, upgrade station, upgrade spaceport.Īlso, I found a blueprint for the Paragon so of course my Orbital Shipyard had to build one. I think the key to keeping your colonies doing well is to invest in the skills and/or get lucky finding good administrators, use AI cores as administrators or industry boosters (surely nothing can go wrong here!), and build up defenses for stability and raid prevention before your colony starts thriving. During my surveying I found a good system with two habitable planets (unfortunately very far from the core) and made my first planet a farming/heavy industry planet, the second refining and commerce, then found a pretty good mining planet. As I started making more money, I sold off or mothballed some of my crappy starter ships, upgraded my tanker to the next class up, and now I'm flying with 3 Colossus freighters. I got lucky and found an Apogee cruiser with no D-mods out in the field so that gave me enough firepower to take on some pirate bounties while also running around surveying everything in sight (my surveying equipment got to the point where it was 5 supplies spent for normal planets, 15 for very large or extremely dangerous planets, and maybe 50-75 for gas giants).
#STARSECTOR SHIPS BY FACTION FULL#
After one or two full cargo returns with a lot of planet surveys, I had enough to upgrade to a Colossus freighter and sold my smaller freighters since the Colossus was more efficient on fuel, supplies and crew per unit of cargo carried. My first couple of skill points were invested in the "get more stuff when salvaging" skill so I could get more stuff when scavenging and stay out longer before having to run home. In my game, I did a bit of money-making by pirate hunting in the first star system and collected a couple of ships in salvage (a 2nd destroyer, a couple of frigates and some freighters), went to the second system to give the message to the station commander, then bought a Dram tanker and accepted a pair of survey missions that were roughly in a straight line out from the core systems.
