Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Jackal Class Starter ship (Model-S Alternative)
   
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1.216 MB
15. dec. 2023 kl. 21:27
27. dec. 2023 kl. 17:41
11 ændringsbemærkninger ( vis )

Abonner for at downloade
Jackal Class Starter ship (Model-S Alternative)

Beskrivelse
Also Check Paladin gunship (Model-C Alternative) https://steamproxy.net/sharedfiles/filedetails/?id=3122466172&searchtext=

Affordable from start menu on builder difficulty or purchase. Upgrade in affordable stages up to Mk-VII so far

I had to delete a bunch of stuff to make it affordable from the start.

Upgrading to Mk-II will sort this and you can upgrade up to Mk-VII so far. But, Feel free to change the build and go any direction you choose.

I suggest building a cargo ship early on as it is the best and fastest way to add-to and upgrade your ship. I included the Drayman Mining vessel i used for this play through. But, It will be too expensive from the start. Just make some cargo rooms with thrusters attached and the required power and command. you can upgrade it to your spec or go for the Drayman later. i also constructed a mostly stationary factory/storage base (not included). You should be able to comfortably upgrade up to the Mk-VII in the starting system.


Mk-I
Requires: bit of skill
Top speed: Poor
Crew: 6 Redshirts
Cost: 75,200

After designing the build I was left with what is now the Mk-II. But, i had to strip it down to make it affordable from the start. (I couldn't get the cost down enough for Architect. I just switched difficulty after starting the game) You will need to run some missions ASAP, as the ship needs urgent upgrades and more crew from the start. She well armoured with a forward facing shield so you shouldn't have any trouble with the starting bounties. Just pick your battles wisely at the start and upgrade to the Mk-II when you can.


Mk-II
Requires: PD, Exterior light
Top speed: 75.3 M/s
Crew: 14 Pilot, Redshirts
Cost: 90,950

This was my original design for a starter ship so it should be an easy and cheap upgrade with no rare materials needed. the ship should start the take shape now and you can start branching out a bit. Two Pilots and redshirts have no problem keeping the lasers firing and the shield up and running against most of what you will face. Still look for 1v1 combat as you do have weak points when not facing the enemy. Your ready to finish off the rest of the level 1 threats and make contact with a new station.


Mk-III
Requires: Enriched Uranium
Top speed: 58.7 M/s
Crew: 28 Pilot, Engineer, Shield operative, Gunner, Redshirts
Cost: 145,950

The Mk-III has the benefit of added fire power and more point defence to the rear. Increased crew quarters and a second small reactor, allows for dedicated crews for maximum shield efficiency. Weapons and engines should not face any power problems either. However with the added size and firepower shes a bit slower than the Mk-II. (If you have large thrusters researched at this stage throw them in or upgrade to the Mk-IV)


Mk-IV
Requires: Large thruster, Medium Reactor
Top speed: 83.9 M/s
Crew: 26 Pilot, Engineer, Shield operative, Security, Logistics operator
Cost: 167,150

The Mk-IV addresses the speed issues of the Mk-III. increasing the overall size of the ship and installing large thrusters brings the top speed back up to a respectable standard. Added point defence front and rear. Consolidating the two small reactors for a medium allows for a slightly reduced crew compliment.


Mk-V
Requires: Heavy laser, Disruptor
Top speed: 75.4 M/s
Crew: Pilot, Engineer, Shield operative, Security, Logistics operator, Power distributor
Cost: 234,500

The Mk-V retains a fair amount of speed an manoeuvrability while adding a good amount of armour, heavy lasers and a pair of disruptors. More crew quarters for better logistics and twin cockpits for command. The Mk-V cuts down level 3-4 pirates easily and you can start to take on multiple ships but be warned this is not the Jackals speciality. use range when you can.

(Added Mk 6 & 7 Wing shields and cannons with ammo storage. Mk-VII with Ammo factories. + Drayman Mining Vessel Requires: Large thruster, Mining Laser, Resource collector)


Next will be outward facing missile launchers at the tail on the ship or Get a Cannon production line going on the wings. Also it may be time for a 2nd Cargo/miner ship.




Good luck Commander!
4 kommentarer
Saint  [ophavsmand] 27. dec. 2023 kl. 17:38 
Normally I wait to i am ready to leave the first system before i build hyperdrives on my ships. I find it helps with exploration.

But, maybe not everyone will play the same way so i have updated the Mk-VII with a small hyperdrive at the back. Thanks for your comments bro o7
dark elf wizard 27. dec. 2023 kl. 14:44 
ever used a hyperdrive to teleport to the next map or to teleport from one side of the map to the next side of the map?
Saint  [ophavsmand] 25. dec. 2023 kl. 19:04 
Thank you mate! yes do not destroy your ship. replace your ship with the next upgrade. Watch this video Bro!! >>> https://youtu.be/YbxUqEBKf08
dark elf wizard 25. dec. 2023 kl. 14:47 
love the designs, can you add a way to teleport in the designs? with this design i need to destroy it and rebuild it some where else if i want to teleport the ship.