Endless sky ships move together5/2/2023 ![]() ![]() These weapons are vital for battlefield control tactics. (Getting Heliarch weapons requires inducing Quarg-vs-Heliarch fights, then stealing one Attractor and one Repulsor from a Heliarch Interdictor, most variants of which have one of each I will describe this later in more detail) The Heliarch weapons are better, though the Korath Grab-Strike has better range than the Attractor, especially when you are running away from the target.Ī big issue is that acquiring the Heliarch weapons safely, with a solo ship, requires exploiting certain game rules given that you are running a challenge, and this is a single-player game, it is up to you whether such is acceptable or not. don't give the whistleblower to the Syndicate.Īs of 0.9.10 there are two pulling and two pushing weapons: On 0.9.10 getting the cloaking device is only possible by taking the Free Worlds Reconciliation route, i.e. Thus, you do not need tons of fuel tanks and ramscoops to cloak indefinitely - you just need enough to cloak and get away. The usual strategy is just to cloak long enough to get far enough away from enemy swarms that they will just ignore you instead of chasing after you. Strictly speaking it is not necessary, but humans make mistakes and you will be grateful for the cloaking device as an additional layer of protection. Fortuitously, you are doing a solo ship challenge, so the effect of that single cloaking device is proportionally stronger in your strategy.Ĭloaking is a good way to get alien heat off you if you fumble and get into more trouble than your solo ship can handle. There is only one cloaking device you can acquire, at least as of 0.9.10, and thus you can only install it in one ship. Generally, you want to use fast and tough ships with lots of turrets, but almost no front-facing weapons. This tends also to discount front-facing weapons. Being able to run away to regenerate can be more important than being able to face the enemy head on. Overall, turning is still better than thrusting, but you might want to bias a little more towards raw thrust than steering compared to a ship you would put in a fleet. ![]() However, with a solo ship, this has a different tradeoff you want to be able to run away from a fleet, not have your entire fleet surround the enemy and bombard them with their front-facing weapons. ![]() Typically with a fleet, turning is more important than raw thrust, because many ships have front-facing guns that you want to bring to bear on the enemy. ![]() This general strategy of "fight, run, fight, run" will be your primary strategy and will be the basis of how you design and build your solo ship. With speed, you can outrun enemies, splitting up fleets so that you fight faster opponents first, run off to regen your shield and hull, then fight slower opponents, run off, etc. Generally, a common trend here is that when playing solo, you want to use strategies and tactics to split up enemy ships and induce non-escort allies to fight and tank for you, and to use the "Monty Python" strategy of running away while shooting at the enemy. Solo play is different from fleet play, and the differences affect your overall strategies of how to outfit your ship, how to move around the map, and how you fight and complete missions. You will happily spend hours carefully and skillfully whittling down enemy fleets until you win. You get a different flavor of the game compared to fleet play. You still need to do missions to actually earn more money (and you will have a harder time taking on the more lucrative missions due to having only a single ship), but that does mean you only need to do missions if you actually need to buy something, unlike the case with a fleet where you have to do missions periodically to maintain salaries for your fleet. In particular, if you have not heard of "Remnant", "Kor Sestor", "Wanderer", or "Coalition", then you should not read the rest of the guide.ĭominating all the pirate planets is enough to give you a small positive income even with a Heavy Warship. Read no further if you do not yet consider yourself to have left the "beginner" stage. I consider Solo Ship challenge to be an "advanced" challenge, i.e. Never unpark an owned ship while not on a planet. May capture a ship, then get to a planet with outfitter / shipyard to re-design or sell then swap flagships. May own multiple parked ships, as this is the only way currently to store outfits on a planet. Never depart a planet with more than one owned ship unparked. However, it becomes a little more balanced if you take the Solo Ship challenge!Īs this is a single-player game, the exact rules of the challenge are up to you, but here are the rules I use: Capturing in Endless Sky is overpowered, letting you create fleets of optimized alien ships that just cheese over the storyline. ![]()
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