I suppose it is circumstantial and really depends on how the player is choosing to play the game. This is a basic guide for new players who, we would assume, don't know enough about the game to know where all the good milk run routes are or be inclined to just whizz back and forth between systems (at speed) trading. They are going to want to fight and participate in the broad spectrum of activities in the game. With that in mind, I think the basic guide is a solid approach.KZ9999 wrote:I'm following the logic that until the commander has all the other stage 1-4 equipment, they are just too unequipped to survive anything but Corp-states, Democracies and maybe Confederations.
However, for the money (1500 vs 600) I don't think you can argue that the extra energy unit has more value than the injectors. Once you're shields are gone, the extra energy merely pads out the time before your equipment is knacked and your ship is blasted into atoms. You might get a few more ECM bursts out of your ship, but in my experience it doesn't make much difference. In a pitched battle, the injectors (for their price) are going to do more to save a commander than the energy bank.
If there was anything I'd swap out of an earlier tier to be replaced with the injectors, it would be that.
I think the text is the first part is great stuff.KZ9999 wrote:What I would really like to know if the text (part 1) does it's job. Remember that this is all about explaining the game to a newcomer.