More is always better.Ĭredits lets you buy the new goodies unlocked by research. Research unlocks new equipment for your ship and crew. These rank in terms of difficulty and will always provide you with Research and Credits. When you go off on your adventures it will be through missions. These can be helpful if something HAS to die faster, but keep in mind you will be causing a bit of chaos on your ship to get it done. Boosting an auto cannon on the other hand will start a fire. Energy weapons will emit radiation that hurts them and anyone nearby. Their other abilities provide a boost to damage or power for their weapon. When you get overwhelmed this can turn the tide. It gives them 100% accuracy for a short time. The more experienced they are the more accurate they are. These guys are best making everything that wants you dead go away. Let the security officer or the engineer put out fires and fix the reactor. They should be in their turrets at all time. These guys are your main line of offence. Last but certainly not least is the gunner. Have someone man the tractor station and when they are in range you can beam them back safely. If they ever get knocked off your ship you can head to them like a normal way point. When the ship is about to run out of oxygen these are the ones to get it back up and running before you all pass out.Ī tip with these guys. However, what they lack in flashy skills they make up in speedy repairs. But even in the start having them in a turret is a better use than sitting in a chair to give you one more bead of power. This can be useful early on when your reactor barely gives you anything to work with. So they are the first person to pull off the turret duty when things start to go wrong. Their selling point is that they are the best at fixing things. You can mirco it a bit, but honestly having the engineer in their station and not in a turret is more harm than good. However, once you set it up at the start of the mission you rarely need to move it around. Like the security officer, will spend most of their time in a turret. Pop out of turret, sit in chair, click on ability, wait for it to charge and fire, then right back into turret blasting aliens. Best part is this skill doesn't require them to linger at their station. This can save your bacon in a pinch or just be complete overkill once you've got your bearings. Early on they learn to fully replenish your shields. So most of their time will be in the front turret or fighting off invaders. In fact, having them sit at their station is a waste most of the time as their station doesn't do anything but let them fire off abilities. However, they don't need to man their station to get the most out of their skills. They are your anti-invader officer with close quarters combat training. When a fire breaks out or an alien invades your ship, these are the ones to take off their main job and toss at the enemy.Ī very important crew member who will spend 90% of their time in a turret. However, they are your first line of defense to non-job issues. Now the rest of your crew is important, they aren't all red shirts waiting to die to prove how dangerous things are. They can also boost xp gain which is fantastic. These guys are great and do a lot of damage which reduces the amount of punishment your ship takes. Requesting support will spawn fighters and later on cruisers to help you fight. Their skills are powerful but have long recharge times. And when the ship is on fire and the comms officer is back repairing the oxygen generation you don't know a new wing of fighters is on your tail shooting you. And you can't tag what you don't know is killing you. This usually leads to disaster as you can't shoot what you haven't tagged. You don't see new threats or anything at all. However, when the communication station isn't manned you are blind. In case of emergency or being boarded they _can_ go help put out fires. The comms officer should be at their post all the time. This will save you a lot of damage and death. And the moment tims slows, jumping into defensive stance. Get in the habbit of selecting your objective. When you get into a fight their defensive stance will boost your ship's evasion by 10% and should be your default stance. Their skills are based mostly around piloting with a little motivation thrown in. Even a rookie with no skill is better than letting your ship sit still and get pummeled. If your captain has to go to medical for any reason make absolutely sure SOMEONE is in the captain's chair. Without them, your ship doesn't move and most importantly - It doesn't dodge. Not because they are the main character on most sci-fi shows. The single most important crew member is your captain. Lets get to know your crew, what they do, and the most important among them.
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