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  #11  
Old 11-11-2013, 03:24 PM
barsoomian barsoomian is offline
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Thanks, kizune -- I'd basically been taking the "increase to equip" strategy, but I'd doubted whether it was viable, so if it seems to be working for you, I'll keep at it. I have gotten to level 17 now with a human ship without dying quite as often (up to light cruiser -- is that typical? am I over/under-upgrading? or is that even a meaningful question without a particular goal in sight?). I'll try out some of the status/de-buff weapons. Also, is it typical to be going through a LOT of consumables (I can't tell if my perception of this v. Din's Curse is accurate or not ...) and constantly looking for a friendly planet without finding one. I guess that I just need to read randomly or thoroughly on the forum, because I don't know in a lot of cases if I am perceiving my progress correctly (maybe what I see as desperate is just the nature of the game ...).

Also, how important are those "recruit X crew" quests? I'm starting to think they're more important than I thought (dense, I know ...)
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  #12  
Old 11-11-2013, 04:05 PM
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Tuidjy Tuidjy is offline
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Quote:
Originally Posted by barsoomian View Post
I'd basically been taking the "increase to equip" strategy, but I'd doubted whether it was viable, so if it seems to be working for you, I'll keep at it.
It works fine at low levels, but simple math shows that by itself, it is completely inadequate at high levels. At level 100, you will have collected 495 extra skill points, but may want to equip components requiring 153 in five different kinds of skills... even assuming that you never get a bigger hull than the starting one, you will have about 500 where you want about 750.

You can do a lot of things to deal with this.

One approach is to use crew equipment and crew members to mount passive components with requirements way beyond the ship's skill levels, and then remove the crew. Such passive components work fine, but when they take damage, they pretty much immediately break. This approach also denies you active components that require skills you do not intrinsically have.

Another approach is to focus on only a few skills. Command, Tactical and Engineering can, by themselves, leave you with a pretty decent ship. It won't be the best, and it will not stand a chance at sector levels 150+, though.

A third approach is to install mods, which nearly double the number of effective skill points. The "Balanced Command" gives you about 200 extra points by reducing hull costs, and "8 skill points per level" adds about 150 more. Many of the regular posters use both to maximize their enjoyment of Drox.

My own approach is a combination of using crew extensively and of focusing on a few skills. Some very effective combos are:

Command (on a Tactical focused race)
Command + Tactical (works for every race, although some work much better)
Command + Tactical + Helm (great for stealthy ships, works best with Drakk and their subraces)
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Last edited by Tuidjy : 11-11-2013 at 04:23 PM.
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  #13  
Old 11-13-2013, 03:46 PM
barsoomian barsoomian is offline
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Sorry for the delay in thanking people for the feedback. Tuidjy: I appreciate your clear run-down of the options -- this was the kind of thing I was looking for (though I'll admit I wasn't very clear in the OP because I was really at sea as to where to begin). I assume you mean races that get a bonus for having high tactical scores in your list at the bottom, with Blunt being the prime example?

Up to level 20 with a ship now, though I still feel like I'm JUST squeaking by and staying alive by the skin of my teeth -- is that typical for the game? Restricting my crew points has also left me really short on attack, defense, and (because of engineering limits) energy -- is the solution to just cobble together enough components that improve these (in which case I'd need a much bigger ship, which requires higher command ... argh!)?
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  #14  
Old 11-13-2013, 04:13 PM
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Tuidjy Tuidjy is offline
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I assume you mean races that get a bonus for having high tactical scores in your list at the bottom, with Blunt being the prime example?

You are starting to get the idea, but there's more to it.

First, yes, Brunt gets a very nice bonus for having high tactical, but there is one more thing: when they advance command, Brunt get extra tactical points that directly increase damage.

Second, Brunt are not the prime example, because the Ultimate Weapon get a slightly higher bonus AND much better racial slots. The Pirates also get the damage bonus, but their racial slot strongly encourages a un-aimed build.

Up to level 20 with a ship now, though I still feel like I'm JUST squeaking by and staying alive by the skin of my teeth -- is that typical for the game?

It's typical if you are playing a Command Zero ship, but not if you are playing without home rules. One way to make sure you have a very powerful ship is to start a Scavenger (or Infection) and mount NOTHING but powerplants, engines, armor, computers, leechers and beams.

Restricting my crew points has also left me really short on attack, defense, and (because of engineering limits) energy -- is the solution to just cobble together enough components that improve these (in which case I'd need a much bigger ship, which requires higher command ... argh!)?

It's a balance. It's not easy to get a feel for it. Let me try to give you some pointers. I doubt I will do a good job in one post... but no one ever got anything done without trying.

I'll do it in a later post.
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Last edited by Tuidjy : 11-13-2013 at 06:20 PM.
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  #15  
Old 11-14-2013, 04:27 AM
DarthNihilus DarthNihilus is offline
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barsoomian, you can read 9001 posts, but it's YOUR playing style, not someone elses. It's not Neverwinter Nights where you can start as a warrior and then became a warrior/mage/rogue/paladin/plumber.
first you shoud decide for yourself what kind of tactics do you like - attack or defence or stealth or hit'n'run. Then you should RTFM, I mean, the races' ship description. And then focus on something particular.
IMHO.
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  #16  
Old 11-14-2013, 03:25 PM
barsoomian barsoomian is offline
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DarthNihilus:

A good reminder, and I understand what you're saying -- it's how I approached Din's Curse, but in this case (maybe because I just can't devote quite the same time to learning the system -- all the varieties of components, for example) I was hoping to short-cut the learning curve a bit instead of just giving up on the game as not for me. Thanks, though, for keeping the individual part in front of me.
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  #17  
Old 11-14-2013, 04:41 PM
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Tuidjy Tuidjy is offline
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OK, instead of advice, you get an example, because I don't feel I'm up to making a guide.

This is a picture of my current ship. It's a level 22 Command Zero challenger, i.e. as a home rule I will not increase Command. This is a handicap, by the way, not a specific build. The build itself is high attack+vampirism+debuffing. The chance to hit a level 22 ship is 95%. The chance to be hit by it, 17%. The energy regeneration is over 15 per second.



This particular ship does perfectly well at sector level 24. You may want to look at your own ships around level 22, and see how they compare on attack, defense, total hit points, DPS and energy regeneration - this way you could identify areas of weakness.

The base stats are Tactical 50, Helm 50, Engineering 25, Computers 10. The Tactical was incresed for damage, the Helm so that I do not need a slot for thrusters, the Engineering so that I could mount my powerplant and recharger, and the Computers so that I could mount the Computers.

The components themselves require 33 Tactical, 28 Structural, 40 Engineering, and 34 Computers. How did I manage to mount them with low basic stats? By collecting crew equipment, and crew members, and by allocating two very valuable spots to leveling crew members.

The crew equipment, combined, can add 13 Structural, 8 Engineering, and 15 Computers. The crew members, combined, can add 14 Structural, 13 Engineering, and 12 Computers. As you can see, I could mount much better components if I had them. It's even easier to do so if you have more slots, because then you can use up to five crew equipment components, and nearly a dozen crew members. But it takes quite a bit of effort to keep leveled a crew that can deal with everything, and note that the only active components are the weapons.

By the way, the armor is so high because it has been enhanced at Lithosoid planets every chance I have had.
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Last edited by Tuidjy : 11-14-2013 at 05:58 PM.
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  #18  
Old 11-14-2013, 04:51 PM
barsoomian barsoomian is offline
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Ok -- I think I'm getting a better idea of this. Can you clarify, though, the distinction between crew equipment and crew? I'm sure I'm just being dense, but I don't quite understand what you mean there (is it just that some crew are equipped?).

Again, I appreciate the time you're taking with all the posts. I'm already enjoying the game more, which was the point for me!
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  #19  
Old 11-14-2013, 05:55 PM
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Crew equipment are components that help the crew perform better: neural interfaces, artificial gravity, automated chefs. In game terms, those:
- occupy a medium slot
- can be stored anywhere
- require power to function
- provide a basic bonus to all skills
- can provide extra bonuses to specific skills
- come in five different types, and only one of each type can be mounted at the same time

Crew members are sentient beings that can enhance specific skills, and can have extra abilities besides. In game terms, those:
- occupy a light slot
- cannot be stored in stashes
- have morale which reflects your actions
- can refuse to work or even permanently leave the ship
- can be of at least four significantly different types: Specialist, Generalists, Marines and Droids, and of every player or monster race
- can provide zero or more skills and various abilities depending on their type
- can improve their skills and abilities by leveling
- can take damage and die, which at least in hardcore is permanent
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  #20  
Old 11-15-2013, 11:03 AM
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PixelLord PixelLord is offline
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(possible spoiler alert)

You can equip some crew that have, for instance, engineering stats which will, of course, increase your overall engineering stats. This may allow you to equip a better power plant. After you add the new power plant, you can actually remove that crew member (put him back in the cargo bay) which will then reduce your engineering stats and put a red "X" on the power plant if it required those extra engineering stats, but the power plant will still work as designed. That's why you see so many crew members in the first image above in the cargo bay. He's sometimes equipping certain crew members to equip better items, and then he removes them to equip other light components after he's added the component. Requires some juggling to do this. This doesn't work on items that require tactical components though.
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