I blame it on my unaccustomed exposure to sunshine earlier today ...
Cody wrote:
Yeah, you can do that in 1.81 - ho-hum!
Good to know! Does it allow beginning players to drum up more initial starting capital by selling their pulse laser? I've sometimes sold my missiles when starting a new pilot ...
Does a save edit need a shift-restart to the spinning Cobra, like most edits?
Mine didn't, when I tried it out.
Cody wrote:
Yep, you can be a virgin Jameson with 400 extra credits!
Interesting ... I wonder what's better to have for the first run: missiles or a pulse laser? Or the money? Probably the money, and maybe one or two missiles just to be able to throw something more than harsh language.
Ha, I'd never considered selling the laser - you would feel a bit naked I suspect - but yes to selling the missiles. They are rubbish as they normally get ECM'd anyway.
Commander Smivs, the friendliest Gourd this side of Riedquat.
Ha, I'd never considered selling the laser - you would feel a bit naked I suspect...
When I was running with the railgun, I occasionly mapped it to the trigger, thereby disabling the laser. When those 100 slugs were gone, that was it - no weapons!
Smivs wrote:
... but yes to selling the missiles. They are rubbish as they normally get ECM'd anyway.
They can work as a last, point-blank, resort - and occasionly, as a deterrent/time-buyer.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
yes to selling the missiles. They are rubbish as they normally get ECM'd anyway.
Sometimes it's useful to get an enemy to trigger an ECM when you don't have one yourself.
I think Ramen has an interesting idea, putting the starting pulse laser on the rear mount. Certainly as a new pilot, flying away from danger is the best option, and being able to fire back as you do (and perhaps take out incoming missiles if your aim is up to it) would probably be more useful than having to head towards the bad guys if you want to shoot at them.
yes to selling the missiles. They are rubbish as they normally get ECM'd anyway.
Sometimes it's useful to get an enemy to trigger an ECM when you don't have one yourself.
I think Ramen has an interesting idea, putting the starting pulse laser on the rear mount. Certainly as a new pilot, flying away from danger is the best option, and being able to fire back as you do (and perhaps take out incoming missiles if your aim is up to it) would probably be more useful than having to head towards the bad guys if you want to shoot at them.
To be fair, that wasn't actually my idea. I read it in one of the the starting out links.
That is not my desk. I find this lack of milk... disturbing.
Does a save edit need a shift-restart to the spinning Cobra, like most edits?
Mine didn't, when I tried it out.
Cody wrote:
Yep, you can be a virgin Jameson with 400 extra credits!
Interesting ... I wonder what's better to have for the first run: missiles or a pulse laser? Or the money? Probably the money, and maybe one or two missiles just to be able to throw something more than harsh language.
the best things to have on the first run are witch fuel injectors and 400 credits prof. this is made possible by the towbar oxp.
I mean... It's single player, no one would be offended, if you decide to go that way, but I'd consider it cheating. Editing a savefile is something, an experienced player would do, because he knows, what the results will be. As a beginner, you can destroy the game balance and loose much of the fun. The struggle to slowly and painfully earn some money, slowly add one tool after another until you may call your ship iron assed it part of the game.
By the way, if removal and reinstallation of a laser is possible in 1.81, what are the costs involved? The maintenance is not for free, I suppose?
... if removal and reinstallation of a laser is possible in 1.81, what are the costs involved? The maintenance is not for free, I suppose?
At the moment, removal is free! Should there be a charge? Probably!
Swapping a laser mount from one option to another always costs the difference between the two options. Making the "no weapon" option cost anything other than zero causes interesting side-effects there.
Increasing the time taken so that it doesn't take just the basic ten minutes is possible, though.