![]() In my limited experience, you want to avoid weapons with high flux if possible, and try to think of the accuracy and range too. Also I've found that a lot of the game is not about the specific ships, but about the weapons and hull mods that you install.Basically look at various 'weapons tier list' threads to find out what you need. Mules are decent at hauling and at defending themselves so i love having them.Also slap militarized subsystems on every civilian grade hull you have.It really has no downsides only great benefits. Maybe a Phaeton tanker to trade in fuel.Drone tenders are helpful early but the bigger ships with special equipment have a lot more benefits (Salvage rig, Apogee, Venture)Generally combat freighters are bad except Mules. Plus a couple of Mule freighters or buffalos, then a few drone tenders because they come with exploration equipment and a salvage gantry and lastly a dram tanker to have range. Frigates are small and shuttles are so small they are useless.The important parameters are all listed in description.I would say the basic fleet composition depends on your task.Before you have your own base to store your collection at you probably shouldn't buy a very high maintenance fleet to deliveries and exploration with.A good starting fleet for making money would be some combat capable ships like Wolves, maybe a Sunder/Hammerhead to fight off the pirates. Shuttle, frigate destroyer ets only refers to the ship size. It's fun.You don't have to 'just get the fuel, goods and people carriers and trade based on demand and oversupply', there are more ways to get the money, like bounty hunting and explotarion, interacting with factions and stuff.Go wild, explore, find your perfect planet to colonize, don't use someone else's seed or playtrough to copy the experience, get your own, it's the best way!.
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