I'm making a group of Hardcore saves for each ship, and I'm wondering what the minimum energy requirement for successful combat in Sector One would be. Currently each ship has two units of power, but that's not enough - I can't have a good dodge and I can't power both shields and weapons unless I use a Zoltan ship.
Assume that Oxygen will be unpowered during combat. What do you guys think the minimum would be?
Minimum Energy Requirement for Combat
-
- Posts: 14
- Joined: Thu Sep 19, 2013 5:57 am
- 5thHorseman
- Posts: 1668
- Joined: Sat Mar 02, 2013 2:29 am
Re: Minimum Energy Requirement for Combat
I don't know. It depends on how hardcore you want it. As you said, 2 power isn't enough but WHY isn't it enough? Because you need shields? Then give them 4 power, and let them decide if they want shields or dodge.
Also each ship is different. I could see giving the Kestrel a shot with 4 power (though it'd be HARD). The DA-SR12 would be impossible with that little.
Also each ship is different. I could see giving the Kestrel a shot with 4 power (though it'd be HARD). The DA-SR12 would be impossible with that little.
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro
"Every silver lining has a cloud..."
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro
"Every silver lining has a cloud..."
-
- Posts: 92
- Joined: Wed Jul 03, 2013 7:02 pm
Re: Minimum Energy Requirement for Combat
You could do pretty well with 2 power on The Nesasio. Heck you could probably win most sector 1 battles with 1 power. The dual laser is sick.
-
- Posts: 260
- Joined: Thu Apr 11, 2013 9:08 pm
Re: Minimum Energy Requirement for Combat
Ultimate challenge: Zero power, one zoltan.
First ever AE-exclusive ship mod: The Extra Features!
Ye Olde and Outdated Pre-AE Ship Mod Recommendation List!
Ye Olde and Outdated Pre-AE Ship Mod Recommendation List!
-
- Posts: 14
- Joined: Thu Sep 19, 2013 5:57 am
Re: Minimum Energy Requirement for Combat
aaaaaa50 wrote:Ultimate challenge: Zero power, one zoltan. :twisted:
Result: You can't leave the first beacon. :P
-
- Posts: 2141
- Joined: Thu Sep 20, 2012 3:17 pm
Re: Minimum Energy Requirement for Combat
Lol, that shots aaaaaa50 down. Maybe if the ship came with an autopillok installed...
No wait, you still can't jump. Right?
No wait, you still can't jump. Right?
Report spam using the handy Report Button Mod.
-
- Posts: 260
- Joined: Thu Apr 11, 2013 9:08 pm
Re: Minimum Energy Requirement for Combat
UltraMantis wrote:Lol, that shots aaaaaa50 down. Maybe if the ship came with an autopillok installed...
No wait, you still can't jump. Right?
Autoship. If you loose your zoltan to giant alien spiders, you don't even loose the game, you just sit there in shame.
First ever AE-exclusive ship mod: The Extra Features!
Ye Olde and Outdated Pre-AE Ship Mod Recommendation List!
Ye Olde and Outdated Pre-AE Ship Mod Recommendation List!
-
- Posts: 36
- Joined: Wed Nov 14, 2012 6:04 pm
Re: Minimum Energy Requirement for Combat
I just realized: since the giant spiders event is a flat 50/50 chance of failure, you are capable of cornering and beating the spiders even if you're using the vortex and have one Engi as your whole crew (though realistically you'd just use the Anti-Personnel Drone blue option instead). Even more, your odds are the same of beating the spiders with a crew of one Engi as they are with a crew of 8 mantis.
- 5thHorseman
- Posts: 1668
- Joined: Sat Mar 02, 2013 2:29 am
Re: Minimum Energy Requirement for Combat
XionGaTaosenai wrote:I just realized: since the giant spiders event is a flat 50/50 chance of failure, you are capable of cornering and beating the spiders even if you're using the vortex and have one Engi as your whole crew (though realistically you'd just use the Anti-Personnel Drone blue option instead). Even more, your odds are the same of beating the spiders with a crew of one Engi as they are with a crew of 8 mantis.
Yeah that's the entire reason for the "Better Spiders" mod that I learned modding to make, that I then abandoned making because making ships is 10x more fun than fiddling with events.
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro
"Every silver lining has a cloud..."
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro
"Every silver lining has a cloud..."
-
- Posts: 36
- Joined: Wed Nov 14, 2012 6:04 pm
Re: Minimum Energy Requirement for Combat
It'd just be as simple as slapping on a blue event for having a mantis in your crew, I would think. Mantis needs more blues anyway - I think they currently have two, and one of them doesn't even do anything.