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habituallyred
Feb 6, 2015
Space weapons are just something you use to soften up the enemy crew for your boarding attack. Duck, dodge, roll, whatever it takes to get you to zero range without undue and expensive damage to your ship. Nothing says "sustainable" like: rushing an allied ship, draining it of intel through spy aided boarding actions, taking their cargo and fuel, and only losing one reputation points thanks to your diplomat's Magnanimous Victory.

I always make sure my captain has good initiative stats and at least one combat class. The difference in Exp between sitting in the back and taking potshots with a sniper rifle and not is dramatic. My latest captain went all in on being a assassin after starting out as a zealot and tears enemy teams up.

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habituallyred
Feb 6, 2015
I would have more quickness if you plan to fight in crew combat. Even if you go the sniper rifle route.

habituallyred
Feb 6, 2015
It might be worth that much micromanagement for pistoliers and swordsmen but maybe not for soldiers and snipers. Snipers are only going to get two shots off if they are mad optimized, and will be penalized on the next turn. A soldier with the full auto talent, a HMG, and ferocity will delete two guys a turn at the cost of any possible amount of initiative,

habituallyred
Feb 6, 2015
Did you land on the planet? Is it a star with two planets? Usually it pops up in the bottom left if you need to spy from orbit or whatever. Separate pop up on the planet(s).

habituallyred
Feb 6, 2015
Yeah last time I checked it was impossible to destroy whats her name, the Faen's arch nemesis through plain old missions. A few patches ago the missions were worth hundreds of thousands each thanks to how much the prince loved me and a few talents.

habituallyred
Feb 6, 2015
Officially out of early access. I played early access a little bit too much so I am holding out for the fighter update. Fingers crossed for a crappy escort carrier.

habituallyred
Feb 6, 2015
For my money the best way to start your first game is to follow the main storyline without backing any of the Prince's kids. He will send you out to meet most of the other factions, giving you an in if you need to mend fences. Finally do semi-generic missions for the prince for mad money, though that may have been patched out. A faction that loves you and a faction that you can beat up for fuel is a must for any captain. Try to avoid making anyone else so mad they won't even let you refuel.

Once you know a contact the easiest way to gain their favor is to sell them a bunch of Intel. Focus your Intel on one or two contacts. The ideal contact is somebody on a route you travel often, accepts Intel, has uncommon recruits(doctors, etc.), and likes to give out one-way missions. Get a contact with access to the black market in character creation. They might be on a bad planet for illegal goods, but something is better than nothing at the start of the game.

For starting officers you really want your doctor to specialize in being a drat good doctor, maybe splashing into combat medic if you keep on running into deep space failures. Those are the ones in the little ticker in the bottom right, a quiet profit killer. Your starting engineer has slightly more latitude, especially if you take on some mechanics. The other officers are relatively free to pick up any other jobs that you can't easily recruit. Ideally you would never have an officer with a "common" job like being a gunner or ship dog. It isn't all bad if you have to promote your highest level crew dog to an officer, you get a free re-spec for levels and talents. I like to make my captain a crew combat monster, but a smarter move is to designate one officer as a close combat specialist.

Some useful early level talent/class combinations:
Quartermaster-> Contract Bargain: Sometimes you just can't improve morale before landing.
Military Officer-> Sometimes you run into a hostile ship when you are limping along. This will 100% save your bacon multiple times.
Commander-> Loyalty Rousing: Raise your crew's morale after winning a space fight. One of the few ways to do this without landing.
-> Discerning Glance: Spread out your recruitment and you will end up with a dramatically better crew, especially in regards to crew combat.
Zealot-> Harsh interrogation: Free Intel almost every time you win a space fight. A regular source of an important resource

habituallyred
Feb 6, 2015
If doing stuff for Prince is the level one tutorial then the kids are the second level. Each of the kids are sort of the patron saints of certain trader careers. Mr. future heir has a storyline that is all about bounty hunting. Ms. totally not a bomber will get you into all the ship to ship combat you can handle, followed by some light trading and treason. Ms. conspiracy theorist will send you spiraling down a rabbit hole that requires expert spying to see through.

You can always blow the whole mess off, but if you want to bone up on a particular facet of the game they are a good impetus.

habituallyred
Feb 6, 2015
One of the plots does have something to do with Indies and the rep you lose for utterly destroying them. Valencia

habituallyred
Feb 6, 2015

willing to settle posted:

There must be more branching than I thought because that path always has me being friends with the indies.

I was trying not to be super spoilery but that path is the only introduction I have ever seen to indies gone wild. So if they already hate you there is not much point to that path.

It has been a while but skill wise I remember the disgraced daughter having a fair amount of exploring, combat, and trading.

The other daughter is mostly about spying in territories that will hate you, leading to combat.

The son is unashamedly focused on finding targets and catching them, great for bounty hunters.

habituallyred
Feb 6, 2015
Had a hilarious loss the other day. Went with a merchant flying a z grade ship. Ripped the armor off first chance I got, need guns to debuff foes long enough to flee. It turns out being a Monklumee[sic] trader on the default map makes a crazy amount of money trading, something like +25% pure profit. I was trying for the "meet x contacts in 2 years" so I went with doing missions for just the prince himself. But he just kept sending me to the next system over to deliver legal documents, perfect for running stuff from a factory to the prince's farm. So by the time the case is closed I have a cool million in the bank and a contact that will hook me up with a Titan for that discounted price. I was all set to cruise the galaxy for promising specialists to fill my half empty ship. The first ship I encountered was a Xeno. That was the end of that run.

habituallyred
Feb 6, 2015
2 things to check for that. There is a summary screen as one of the tabs after battle. You know the screen where you use your after battle talents and ransom enemy ships? I think it is the rightmost option at the top, with the battle log in the middle. This also works after boarding attacks.

Next is the captains log. Go to the ship screen in the bottom right during stellar travel. Then check those bottom three buttons for the captains log. All the little skull and crossbones entries commemorate your dead crew. Doesn't tell you what talent gaps you now have, but hey.

habituallyred
Feb 6, 2015

Pvt.Scott posted:

Just a quick mechanics question here.

Do failed skill checks grant experience? If so, do Skill Save talents represent a significant loss of experience?

Failed skill checks do not grant experience. So that can be a bit of a death spiral if you get really beat up, or have a ship that is just too big for your crew.

habituallyred
Feb 6, 2015

Best Friends posted:

I keep getting illegal goods that will sell well on population planets, but I have no smuggler contacts on pop planets. What am I supposed to do about that?

For alien artifacts I just occasionally make a bus run to that one independent station that buys them but then that craters the market for them. Basically there's this whole black market mechanic and I can't figure out how to make it useful.

Indie Pop planets are rare but they do exist. Unless I start with a smuggler or xeno hunter I usually wait until the midgame contact bonanza before I worry about Black Markets. You know, the point where electronic technicians and crew dogs get free contact introductions just by doing what they do on populated planets. Most black market contacts also buy spy intel, so save the generic or obsolete stuff for when you have a cargo to sell. Starting with a contact that has black market access can work out, but I usually dump contacts for points elsewhere. Not much point in a black market trip that barely lets you sell Full Permit items after all.

habituallyred
Feb 6, 2015
90% of ships only have a 4 man combat crew complement. I won't pretend to know enough to reliably beat xenos, much less Jyeta. But day to day crew combat can be covered by two soldiers and two people in heavy armor. Having dedicated frontliners is good for the initial boarding and random encounters. But the rest of ship crew combat is a valuable opportunity to powerlevel your doctors, smugglers, etc. The backmost soldier wants to go before their buddy and has Backline Leader, plus Suppressing Fire and eventually a backup Full Auto. The other soldier wants to go after the leader and to carry the biggest machine gun you own. They are only going to be doing one thing on their turn: Full Auto. One Soldier going Full auto will kill half of any human combat team that they can hit. The leader tends carry a lighter gun and might leave some scraps for the non combat types.

Xeno wise keep in mind that they secretly do have combat classes. And that most of those classes don't work outside of a certain range. So if you can knock them out of their ideal spot they have to waste turns swapping. Jyeta though, woof. Only got to that point once and dearly felt the lack of Xeno combat only buffs that dedicated Xeno hunters get.

And yeah if you didn't build a character and starting ship specifically to fight people: Don't! Bribe them or just try to run away. In the medium term you want get out of jail free talents like Stiff Salute, even if you have to have your officers dip into the relevant class for just one level. Even combat ships have weeks where they just want to get to a repair yard.

habituallyred
Feb 6, 2015

ulmont posted:

What should you look for in this? I’ve generally tried to run:

Captain: bounty hunter + ??? (Exo scout?)
Combat Medic + ??? (Something with pistols)
Other backliner (soldier + ???)
Front liner (the sword guys)

But I hadn’t ever looked at stats…

If I am going to have a combat captain I make them a sniper after the A Stats start:

Sniper Rifles use Dexterity + Rifle as opposed to Strength + Rifle for regular rifles
Skills that target the very backline are comparatively rare
Kills a person almost every time they move, just one but you can't have everything

Pick whatever perks you like as your starting class. Personally I like the built in accuracy from commander, but the boosts combat classes get aren't bad. In theory you could combine the spy stealth ability with the sniper stealth stuff. Secondary class wise Exo Scout is good or you could roll the dice and be a Xeno Hunter. Xeno combat is always high risk, but your captain might even the odds.

habituallyred
Feb 6, 2015
The main quest only makes one faction your mortal enemy, which is good. You want somebody you can pick on for fuel in transit or whatever. More than one or two enemies is no good. The trick with the main quest if you don't have spying/crew combat or ship combat on lock is to stick with the ruler of the house. He gives you courier jobs that pay well but eat up a lot of time pissing off the mortal enemy.

The kids you can work for as the second part of the main quest are willing to see you die for their fleeting advantage. The son wants you to hunt ships down as a bounty hunter. The blonde daughter starts out with some simple smuggling, but quickly decides to hitch a ride and fight incoming bounty hunter ships. The other daughter starts out with some tricky spy work, followed by a crew boss battle.

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habituallyred
Feb 6, 2015
Or you could play the modded version, without mods. That gives you all of the unlocks. Not sure if that is supported off of steam though.

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