vaxon wrote: ↑Fri Oct 09, 2020 1:20 am
I've started from scratch recently as well. I'm still not sure about the game balance. It sort of close to reality if I may say so, but at the same time it's too much waiting, at least until fuel ejectors and docking computers are bought. Dogfighting could add more excitement but you just can't fight until you buy extra energy unit, military lasers and shield boosters. I've tried to start fighting earlier and it has always ended too bad for me. I could kill some, but inevitably I'd meet some quite skilled bad guy with stronger lasers and missiles, get my injectors or ECM system damaged and eventually get killed with a missile, because that's what they use if you hit them too much. I've never encountered singe pirates. It's always at least 2-3 of them. If you buy more equipment and get better so do they. I feel like I'm missing out. All I do is shuttling between a couple of stations to get more money to buy the equipment. Parcel contracts are not available since "I'm not experienced enough". Cargo delivery contracts need a bigger ship and the amount of money they offer is just ridiculous. I've tried adding more ships/stations to the game, but most them looks like from another game and don't match Griff-style ships. Some OXPs change the game too much. Maybe I'm not using the right ones? It feels that the game itself has a lot of potential, but unfortunately it's still hidden.
I'm doing well with the Beam laser (I can't get Military Lasers or IronHide in an Adder, ShipVersion doesn't allow it, but the main difference is range... you just have to get close, and Adder's maneuvarability is great for dogfighting). I had to get the EEU because Adder's max energy is just 85 and its energy recharge rate only 2 (able to supply half the standard shield recharge rate, shields take forever to recharge), with the EEU it goes to 3.6 and I get a good enough shield recharge, enough for single combat, for more than one enemy I needed shield boosters to be able to take some fire while wearing an enemy's shield down.
Missiles without injectors are a problem, most of them are ECM-hardened, dodging them has a low success rate, as do trying to shoot them down at close range (at long range it's easier, but you need injectors to get that distance). I got the injectors mostly for evading missiles, I can evade lasers (in an Adder) by barrel rolling.
I run into plenty of single pirates... most of them are from Space Crowds (and I usually am decanted from Torus by them), but I think there are some from the core game as well... but it's mostly in the main planet - Sun lane.
Most OXP equipments are player only, getting them will not affect the NPCs... even when they get awarded to the NPCs, it's pro-forma, since the OXP code for the equipments are worldScripts and will act on the player ship only. Even core game equipments, like EEU and NEU, don't do anything in a NPC ship (the code that reacts to their installation and updates the energy recharge rate is a worldScript too and doesn't get triggered for NPC ships), their energy recharge rate doesn't change.
That can change if you install some of the OXPs I'm maintaining, but I usually make them configurable so you can disable NPC functionality.
I don't know if your rank affects NPC's skills... I think not, with exception of OXPs made to target elite players, like Green Gecko, but I might be wrong.
In my previous commander I was able to get some parcel contracts in the 3k~5k range after a dozen or so successful deliveries, with around 130 kills. Then I dug into the skill level necessary for a 30k contract, found that I needed 1200 kills even with level 7 parcel reputation, and got back to hunting/salvaging to build up my kill rank.
A good alternative for making money is Salvage (Towbar OXP... even in an Adder I can get from 250 to 1000 Cr for a derelict - Gnat, Sidewinders and Geckos) and Rescue (GalCop Missions OXP for the rangefinder to find escape capsules, many insurances are a joke, but there are plenty of 500 Cr insurances to make it worthwhile) - that's what I'm doing now, and I always look for the Rock Hermits (in the main planet - Sun lane, you can see them silhouetted against the sun) to buy cheap precious metals, and I run Additional Planets OXP and Stations for Additional Planets OXP, so there are more markets in-system with different prices for arbitrage to work, specially with precious once you have some working capital (it gets around Adder's 5t limit)
Believe me, this phase of scrapping up money to kit up is one of the best parts of the game, as is discovering how much you can do with the little you have... even unarmed, I was able to bait pirates into following me to a defended ship/station and then draw their fire on mother or station and get its defenders to take care of them.
Many OXPs change the game so much that it's really another game - Ship Configuration, or HardWay, for example (that's good, once you master one variation and get bored there are others to try
), others create whole new careers the player can chose to follow, like Towbar.
EDIT to complement some things