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  #1  
Old 09-09-2015, 03:43 PM
avaB avaB is offline
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Join Date: Sep 2015
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Default Finally - Back into the game

Hello everybody

First I have to say - I love the soldak entertainment games. I'm not really good at them, but I really enjoy the random events and the steady progression of the gameworld itself. The graphic's of "depths of peril" where a bit too outdated for my taste, but that's ok.

Sometime ago I purchased drox operative and the idea seemed absolutely beautiful. As a sci-fi-fan you can't really ask for more than this game. My problem at that time was, that I just got stuck. The enemies overwhelmed me, fighting turned into a game of survival and in the end - I didn't play it anymore. What a shame.

From time to time, I tried again and it was always there - A brick wall of difficulty that stopped my attempt to get further up the sector levels.

But now... I did it again. The forum is really helpful for learning and understanding some of the basics in drox operative, although the tutorials are absolutely ok too. By the time I hit level 15 or so, the problems came again. For every fight I needed multiple items to restore energy, shields or even armor and structure. Especially the energy seemed to run out every time.

What got me up again was an item, with the passive ability to gain energy with each kill. Ever since I got that, I can play the game again and I absolutely love it. Without that item, I probably would have stopped playing again.

That's what got me wondering - How do you guys get over the first 10-20 levels in drox? After I got that item, my problem with energy was gone. Because I could attack more often, I killed nearly everything before my shields got depleted too badly. It just seems off to me, that such a random thing has such a heavy impact on (at least my) gameplay.

Anyway - The rest of this post is another thanks for this game, the other games from soldak and of course the games that are coming up in the future. The one with zombies seems very interesting.

avaB
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  #2  
Old 09-12-2015, 06:06 AM
Cyberneticist Cyberneticist is offline
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Quote:
Originally Posted by avaB View Post
That's what got me wondering - How do you guys get over the first 10-20 levels in drox?
To me, the first 20 levels are fun and easy - since you easily survive the fights and just need to pop a few consumables after each one.

However, once I reach level 20-25, I'm getting overwhelmed. I find that I would need multiple weapon systems (at least two - one for single-target DPS and one for clearing swarms of enemies), both shield and armor/structure enhancements (since some enemies can essentially oneshot shield-only boats at that level range. I haven't tried a pure armor/structure setup without a shield though), both energy regeneration and energy storage, at least two modules to provide additional thrust (to keep max speed at 200), and several crew members plus a crew enhancement module to be able to use the best available equipment.

And I don't have enough slots for all of this. If I put more points into command, I'll have a few more slots (but not that many, due to diminishing returns), but I can't equip the things I find.
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  #3  
Old 09-12-2015, 08:52 AM
avaB avaB is offline
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Join Date: Sep 2015
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Thanks for the answer.

Itís really interesting to see how others experience the early gameplay. I most often experienced a difficult start, followed by a time of nice gameplay, before the need of consumables totally overwhelmed me.

People often suggest too lure one or two enemies away from the bulk and deal with them, instead of flying straight into the middle of a deadly swarm - Good idea. However, my attempts to do this are ratherÖ Bad. Most often I attack one enemy from as far away as possible, but afterwards theyíre still chasing me in groups of three or more. During the fights I am still flying around, attracting more enemies while doing so.

With the item that gives energy on kill, like I mentioned in my first post, I could simply kill before I got hurt too much. With that (sort of) strategy, I managed to get to level 27 or so. I couldíve done more, but at that point I was finally back into the game and just wanted to have fun. In the modding part of this forum, I found a mod to give yourself more crew points per level. The additional crew points went straight into command, so I could get a ship that actually allows you to use all these sweet parts that are dropping.

At the moment Iím flying a lithosoid ship (I just like these stone-guys Ė The idea of a flying space rock just wonít get out of my head) with the slots 5/5/6 or so. Now I can experiment, investing crew points without constantly worrying about command and just try things out. This approach brought me to level 35 and Iím getting even more hooked with each level.

Just to make things clear: Iím somewhat a role-player and absolutely not into maximizing my ship. That just doesnít feel right to me. For the moment, I ended up with this:

Thravex
Level 35 Medium Corvette (Lithosoid)
Stats

Shields: 41 / 390
Armor Plating: 1370 / 1370
Structure: 748 / 748
Energy: 315 / 315

DPS: 315.0
Attack: 1582
Defense: 746

Max Speed: 200
Radar: 505

Money: 182,307 credits

Attributes

Tactical: 50
Helm: 96
Structural: 108
Engineering: 50
Computers: 24
Command: 110

Crew points Left: 0

Resistances

Thermal Resistance: 38
Cold Resistance: 0
Radiation Resistance: 34
EM Resistance: 25
Explosion Resistance: 25

Skills

Gunner lvl 1
Pilot lvl 1
Mechanic lvl 1
Engineer lvl 1

Equipment

Budget Nuclear Pulse Drive IV
Heavy Component
Rarity: Uncommon Type: Drive

Durability 147 / 147
+211 Defense

+369 Thrust

+12 Max Power Load
Requires 45 Helm
Sell value: 123 credits
Retail value: 547 credits

Cheap Fusion Power Plant III
Heavy Component
Rarity: Common Type: Power Plant

Durability 150 / 150
+1022 Max Power Load

Requires 54 Engineering
(have 50)
Sell value: 121 credits
Retail value: 537 credits

Breeder Power Plant V
Heavy Component
Rarity: Normal Type: Power Plant

Durability 171 / 171
+1019 Max Power Load

Requires 49 Engineering
Sell value: 120 credits
Retail value: 535 credits

Particle Beam I
Heavy Component
Rarity: Uncommon Type: Beam Weapon

Durability 116 / 116
+201 Power Load

+32% damage
+37% Maximum Damage
Target: Current enemy
Range: 0 to 25 units
Damage lessens over distance (10% at max range)

Energy needed: 25
30 - 110 Thermal damage
Reuse time: 0.75 seconds
93.3 damage per second

Requires 43 Tactical
Sell value: 331 credits
Retail value: 2,191 credits

Excellent Composite Armor I
Heavy Component
Rarity: Rare Type: Armor

Durability 636 / 636
+16% Find Components Chance
-24 Power Load

+636 Max Armor Plating

+73 Radar
Requires 51 Structural
Sell value: 163 credits
Retail value: 755 credits

Cheap Supercomputer IV
Medium Component
Rarity: Artifact Type: Computer

Durability 104 / 104
+342 Defense

+684 Attack

+13% Find Components Chance
+7 Thrust
+138 Power Load

+7 Max Power Load
+40 Radar
Requires level 17
Requires 30 Computers
(have 24)
Sell value: 346 credits
Retail value: 2,923 credits

Flak Cannon IV
Can only fire at missiles
Medium Component
Rarity: Elite Type: Missile Defense

Durability 188 / 188
+16% Find Components Chance
+15 Thrust
+33 Power Load

+13 Max Power Load
+57% durability
Target: Current enemy
Range: 0 to 31 units

Energy needed: 12
46 - 127 Kinetic damage
Reuse time: 0.50 seconds
173.0 damage per second

Requires 52 Helm
Sell value: 179 credits
Retail value: 850 credits

Superior Shield Emitter I
Medium Component
Rarity: Normal Type: Shield

Durability 169 / 169
+302 Power Load

+390 Max Shields

+0.76 Shields Regen
Requires 46 Engineering
Sell value: 82 credits
Retail value: 354 credits

Superior Radar I
Medium Component
Rarity: Normal Type: Radar

Durability 127 / 127
+802 Attack

+180 Power Load

+161 Radar

Requires 39 Computers
(have 24)
Sell value: 130 credits
Retail value: 582 credits

Computer Virus I
Virus effect can stack up to 3 times on enemy
Medium Component
Rarity: Rare Type: Virus Weapon

Durability 127 / 127
+260 Power Load

+33% Minimum Damage
-9% Energy Needed
+27% Weapon Speed
Energy needed: 23
Target: Current enemy
Range: 0 to 25 units
Damage lessens over distance (10% at max range)

23 - 45 EM damage
Reuse time: 0.55 seconds
62.0 damage per second
Duration: 20 seconds
-290 Defense
-290 Attack

Requires 43 Tactical
Sell value: 303 credits
Retail value: 12,148 credits

Impact Analyser III
Medium Component
Rarity: Common Type: Damage Control

Durability 143 / 171
+1.48 Structure Regen

+29% Tweaked Find Chance
+227 Power Load

+2.97 Armor Plating Regen

Requires 52 Structural
Sell value: 161 credits
Retail value: 825 credits

Excellent Harvester I
Light Component
Rarity: Normal Type: Battery Other

Durability 118 / 118
+55 Power Load

Passive skill

81.0 energy gained per kill

Requires 30 Engineering
Sell value: 55 credits
Retail value: 233 credits

Strojarosite (Lithosoid)[/color]
Light Component
Rarity: Uncommon Type: Crew

Health 128 / 128
Happiness: 99.3

+9 Structural

+4 Computers

Requires level 30
Crew pay cost: 595 credits
Sell value: 63 credits
Retail value: 267 credits

Kehless (Drakk)[/color]
Light Component
Rarity: Rare Type: Crew

Health 144 / 144
Happiness: 99.9

+5 Helm

+10 Thrust
\nMarine - Level 30
Can board enemy ships. Note: a ship disabled by a marine gives 3 to 5 times more loot than one destroyed.\n\nUse to board the current enemy ship. Use again to bring back to your ship.
Target: Current enemy
Range: 0 to 25 units
Energy needed: 34
+50% marine damage

Requires level 30
Crew pay cost: 722 credits
Sell value: 59 credits
Retail value: 251 credits

Cheap Harvester II
Light Component
Rarity: Rare Type: Battery Other

Unbreakable

+13 Thermal Resistance
+61 Power Load

+10 Max Power Load
Passive skill

90.0 energy gained per kill

Requires 33 Engineering
Sell value: 263 credits
Retail value: 1,416 credits

Excellent Parallel Recharger II
Light Component
Rarity: Common Type: Battery Regen Boost

Durability 129 / 129
+8 Energy Regen

+73 Power Load

Requires 39 Engineering
Sell value: 126 credits
Retail value: 565 credits

Superior Absorption Field IV
Light Component
Rarity: Very Rare Type: Resistance: All

Durability 140 / 140
+25 Defense
+25 Kinetic Resistance

+25 Thermal Resistance

+34 Radiation Resistance

+25 EM Resistance

+25 Explosion Resistance

+82 Power Load

+81 Radar
Requires level 30
Sell value: 325 credits
Retail value: 2,085 credits

Budget Tungsten Armor III
Heavy Component
Rarity: Uncommon Type: Armor

Durability 734 / 734
+9% Find Components Chance
+734 Max Armor Plating

+60% durability
Requires 33 Structural
Sell value: 185 credits
Retail value: 882 credits

Lepidolite (Lithosoid)[/color]
Light Component
Rarity: Very Rare Type: Crew

Health 146 / 146
Happiness: 98.8

+8 Helm

+8 Structural

+17% Tweaked Find Chance
\nMarine - Level 30
Can board enemy ships. Note: a ship disabled by a marine gives 3 to 5 times more loot than one destroyed.\n\nUse to board the current enemy ship. Use again to bring back to your ship.
Target: Current enemy
Range: 0 to 25 units
Energy needed: 34
-50% marine damage taken

Requires level 33
Crew pay cost: 943 credits
Sell value: 171 credits
Retail value: 804 credits


FunStats

Kills: 8313
Deaths: 1
Kills Per Death: 8313

Credits Found: 44,747 credits
Time Played: 16h 50m 21s
Max Damage Dealt: 649
Max Damage Taken: 696
Max Damage Dealt At Once: 2879
Escape Pod Success: 0

Installed Components Worth: 28,750 credits
Inventory Worth: 80,203 credits
Quests Solved: 552
Secrets Found: 44

Strongest Monster Defeated: Mini (Lvl 33)
Toughest Battle Won: Ironfist (Lvl 20) at Lvl 23
Strongest Monster Killed By: Greater Guardian (Lvl 5)
Weakest Monster Killed By: Greater Guardian (Lvl 5)

Sectors Won: 12
Sectors Lost: 1
Sectors Abandoned: 2
Allies Risen to Power: 33
Races Destroyed: 12
Planets Destroyed: 79
Doomsday Weapons Used: 2
Diplomatic Wins: 2
Military Wins: 1
Economic Wins: 0
Fear Wins: 1
Legend Wins: 8

Drox Operative / Soldak Entertainment

The somewhat high attack value comes from installed components. The attack and defense of the enemy get's reduced by the virus weapon, before I begin shooting my laser too. That approach makes normal enemies a breeze. The only thing that gives me a hard (but not frustratingly hard) time, are ships from other races, especially the ancient ones. My ship doesn't dish out enough damage too efficiently kill their ships in a reasonable amount of time. One solution that I'm going to try is installing a high damage kinetic weapon in the heavy slot, that's containing an armor piece at the moment.

Besides that, I've found another piece that gives energy per kill. Together they achieve around 140 energy/kill. For tough battles, I just save the last amount of energy to kill some weaker enemies. That gives me more then enough energy back to continue the fight. Overall: I'm pretty happy how things are turning out now.

avaB
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  #4  
Old 09-12-2015, 01:58 PM
Cyberneticist Cyberneticist is offline
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Join Date: May 2015
Posts: 17
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Quote:
Originally Posted by avaB View Post
the need of consumables totally overwhelmed me.
I don't mind carrying consumables as long as I make enough credits to afford them (which is usually the case) ... and as long as I don't run into things that can kill me in less than three seconds.

Quote:
Originally Posted by avaB View Post
People often suggest too lure one or two enemies away from the bulk and deal with them, instead of flying straight into the middle of a deadly swarm - Good idea. However, my attempts to do this are rather… Bad.
Same here. My view range just isn't good enough to avoid things before they aggro me. And I usually don't have a slot available for a radar enhancement which would alleviate this issue.

Quote:
Originally Posted by avaB View Post
Most often I attack one enemy from as far away as possible, but afterwards they’re still chasing me in groups of three or more.
Only three?

I find myself chased by swarms often enough that I've included an AOE weapon for clearing them in my requirements.

Quote:
Originally Posted by avaB View Post
With the item that gives energy on kill, like I mentioned in my first post, I could simply kill before I got hurt too much.
Getting one of these harvesters is nice for dealing with normal enemies, but in fights against bosses it's a wasted slot, unfortunately, since you're usually not killing anything else while you whittle down the boss. Or you have to draw other ships into the fight, which can get nasty if you're not careful about what type they are and how many you aggro.

Quote:
Originally Posted by avaB View Post
At the moment I’m flying a lithosoid ship
I've been flying Brunt ships for a while, but I'm considering switching away from them. The bonus missile slot just isn't flexible enough compared to, say, the extra power plant slot of Fringe ships. You usually need at least one power plant anyway, which essentially gives Fringe ships an extra slot for any large component. With a Brunt ship, you have to build it around using at least one missile weapon, or you'll be leaving its potential untapped.

Quote:
The only thing that gives me a hard (but not frustratingly hard) time, are ships from other races, especially the ancient ones.
In my games, these are easy if I have a virus weapon (sometimes, I don't even need to use any other weapon) and frustratingly hard if I don't - or if they come with a swarm of other ships.

Last edited by Cyberneticist : 09-12-2015 at 05:18 PM.
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