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#1
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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 The graphic's of "depths of peril" where a bit too outdated for my taste, but that's ok.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
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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
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Thanks for the answer.
It’s 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 rather… Bad. 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. 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 could’ve 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 I’m flying a lithosoid ship (I just like these stone-guys – The idea of a flying space rock just won’t 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 I’m getting even more hooked with each level. Just to make things clear: I’m somewhat a role-player and absolutely not into maximizing my ship. That just doesn’t feel right to me. For the moment, I ended up with this: Thravex Level 35 Medium Corvette (Lithosoid) StatsShields: 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
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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.
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![]() I find myself chased by swarms often enough that I've included an AOE weapon for clearing them in my requirements. Quote:
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:
Last edited by Cyberneticist : 09-12-2015 at 04:18 PM. |
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