![]() ![]() Don't bother trying to kill the escort with your own missiles, the frigate will defend them with counter missiles, and they often carry over a thousand. Once he has run out of missiles, kill his escort. ![]() To start it off kill one of his escort ships, and then run like hell because the frigate is going to start throwing all his missiles at you. First, find a missile frigate that doesn't have a huge number of missiles on board, make sure it does not have internal defense lasers, polarized hull, or a firewall, and with a weak escort you are sure you can kill. I think missile frigates are the easiest to capture, so start with them. You might be able to do it in a fighter, but only if you are a god at shooting down missiles. For your own ship, you want at least an m6. ![]() Buy a TP ship to carry your marines for the capture. ![]() Engineering lowers the amount of damage they do to the ship on the way (I always train engineering to 5 stars). Mechanical allows them to breach the hull, hacking lets them actually take the ship. If you are looking to capture capital ships, train up 20 marines (they die a lot so train extra), you need at least 3 stars in hacking or mechanical on several of them. If he doesn't bail out just kill him and move on. Once the ship hits 87% or less, if the pilot starts talking, give him a chance to abandon his ship. Basically what it works out to is, they bail the most often if you are in a bigger ship and if you hit them very hard very fast. The game compares several different things including damage taken, health and power of your ship, the pilots bravery, and so on. Ships will do their first bail check at 87% and the first check is the best chance. The game is a great sandbox, and there are a lot of scripts that can turn the game into just the kind of space sandbox you are wanting. Spend some time looking through the scripts and modding section of their forums. The price is maintenance, you have to replace freighters that are lost to pirates, and sometimes factories run out of resources for while. This allows you to make more profit from each factory buying the cheapest and selling for the most, and get the reputation increase for each of those trades. When you get started building factory complexes, it is better for profit and reputation to keep the complexes "open." This means that you don't connect your factories with complex kits, but instead use freighters on each station with either "CAG" or "best buy, best sell" commands. Two tricks for Albion Prelude, don't do any of the taxi missions, they are bugged and each one keeps running in the background and will eventually kill your performance. This script prevents missiles from being "armed" until they clear a certain distance from the ship that launched them and generally prevents the scenario where ships keep dying due to their missiles getting shot down in their face during launch (annoying as hell with Xenon).Īrgon Prime has a satellite factory when the game starts, and usually the factory survives a long time so it is probably still there in your game. Gazz's Missile Safety script has a new optional component for AP that will extend it's capability to all NPC ships. This causes NPCs to jump in additional war ships from neighboring sectors when their assets are attacked. A version of LV's Race Response Fleets system is now built into the game. In the previous games these items were useless OOS as the sim only initiated a combat round when two ships got within a relatively close distance of each other. Stationary defenses such as Orbital Weapons Platforms and Lasertowers can now engage OOS combat at relatively largish ranges and are actually used. This used to be a hardcoded formula based on the weapons nominal damage value, which poorly modeled AOE and other types of weapons and caused weapons to be better or worse relatively IS vs OOS. All weapons have a separate OOS dps value now that is also exposed in the resource files for modders. The Out of Sector(OOS) combat has been reworked with feedback from Gazz. Other ships can use the Missile Defense Mosquito command in the new AP bonus pack like in previous games. Mosquito missiles are now officially counter-measure missiles, will always destroy a target missile on successful hit, are usable by all ships, and will be launched automatically by ships with missile turrets to defend themselves and their fleets/wings. Missiles have hull points now, and the heavier ones may need more than a single IRE blast to pop. This was based heavily on Gazz's feedback from his Missile defense Mk2 script and the missile defense command can actually hit things now. They made a new turret script system that is much smarter and can be customized in the gameplay properties. ![]()
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