Note that most actions will not modify the player's reputation beyond a certain point. The Hegemony, Tri-Tachyon, Luddic Church, Persean League, and Sindrian Diktat offer faction commissions.Ĭommissions will be cancelled by the faction if player relations with them drop to Suspicious or lower reputation level, and may be Resigned which partially restores reputation with hostile factions and drops reputation with the now former commissioned faction. The reputation penalty for resigning is lower if done in person via station contacts.įactions that do not issue commissions do not require one to make purchases on the military submarket. It won't do much damage, but it can easily tank 5x its deployment cost in enemy ships without breaking a sweat.Eventually, your reputation with the other faction will drop to a -50 rep limit even when not at war.When hostilities end, reputation will return to its previous value but with additional -20 rep penalty.All of the faction's enemies will become hostile at a maximum -50 rep you whenever they are at war.Inhibit expeditions to your colonies (but not AI inspections in case of Hegemony).Recreational Drugs) to the military market Includes "no questions asked" buyback program, which allows you to sell illegal/banned goods ( e.g.Access to that factions' military submarkets, with more valuable ships and equipment becoming available at higher relation levels.This includes pirates, and can stack with system pirate bounties.The amount multiplies for larger vessels (2x for destroyer, 3x for cruisers, 5x for capitals and stations).Your commissioning faction has a permanent 'standing bounty' that awards credits for destroying ships that belong to their enemies.You get monthly stipends of 20,000 + (player level*1,500) credits. The Circe's strong shields and high speed make it basically unkillable if you give it an unstable injector and hard shields. The Dire Wolf is just a big wolf, and ends up being disproportionally effective due to how much better large energy weapons are than mediums. If you have the ship/weapon pack mod, I highly recommend the Dire Wolf destroyer and Circe combat freighter. Also your AI officers are much more likely to actually use them than most other missiles.Īs far as officers go you really want aggressive or reckless officers in every ship, due to the fact that most of the good energy weapons have very short range. Harpoon missiles work very well with this playstyle due to their long range even if your ships are far away from each other, they can still help burst down weakened enemies. You can then issue elimination orders on exposed enemies to quickly focus them down. Both your fleet and the enemy's will quickly get scattered all over the map, but your high tech ships are faster, allowing them to more easily regroup and concentrate their fire. Generally, with a high-tech fleet I found the most success focusing on ships with high speed and burst DPS and simply dropping capture orders on every map objective. I'm not sure how useful this will be since I run a lot of mods, but this was my endgame fleet composition: I recently finished a high tech only playthrough.
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