Nefasi wrote: ↑Sun, 21. Oct 18, 17:20
B) Once you get some credits in the bank, and some satellite range/exploration done, look at unclaimed sectors. You'll need to specialize the sanctuaries based on what the sanctuary has. My setup is thus.
1. Shipyard (sector needs to have max population in order to get the most bang from producing ships). Perks will be hangar, faster engine, quantum jumpdrive, increased specialization. Goner perk comes later (declare permanent war to get up to 2 additional perks (ATF/Terran only count as 1 perk increase)). Last perk will probably be insurance (if thats a thing). Just leave it blank unless you find a perk that increases ship production. If you do ascension and get a super sanctuary, you can throw on laser/shield and parallel production.
2. Outpost (low population sectors, the sanctuary won't produce anything, only claimed for factory support, research lab, and MLCC dock). Perks will be faster research. If the place has Marine Barracks (and skilled marines) then include recycle so you can turn ships you cap into juicy resources to build your actual fleet ships. Eventually you won't care about credits from selling ships and will want more resources for more ships. If you do complex ship components perk, then build only those things in there.
3. Equipment (sector needs okay population, max pop should be shipyard to build lasers/shields/missiles). Perks will obviously be laser/shield/missile/increased specialization/optimal parallel.
Should get you an idea.
Also, you only need one OTAS McCallam Dock for the MLCC M6 and TMs. Starliners can only support so many ships. Put these in your "outpost" sectors. Production sectors should use their dock slot for goner temple.
C) Ore/Silicon mines are torture for your dockagents. Lots of flying. Invest in jump beacons (black crystal) and deploy them near the mine for quick jumping to. Including in this point, setup your factories near a jump point. I've set them up from the gate, and then going 7km to sector center, and then offsetting it by another 7km left or right, and 7km up. Then I make a grid of each additional factory being 4km from the other. Also, your freighters work better when you are out of sector. ESPECIALLY when they are trying to dock in the sanctuary. Complex Hubs will put the "connected" factories up and below them, and the dock rings will generally face a certain direction, save/reload so you know which way they face to figure out where to build them at the jump point, and then build em in a line.
D) Dock Agents aren't that smart. Keep the limit per job low. You don't want 5 freighters going to the same Solar Plant to pick up E-Cells. Wastes time. Doing multiple jobs around the clock is far more efficient.
E) Universe Traders make LOTS of money. Setup a few and roll in the dough.
F) M3 fighters are the best way to fight above your paygrade. PACs are cheap, fighters are cheap. Good for early game when you don't have MLCC running yet. M6s I find to be decent tanks, or a good option to strafe the shields off a ship to teleport in the marines before calling the retreat.
G) Jumpdrives to avoid pirates are the best thing to do, or enemy forces. If they aren't attacking you, you can ignore them. Let them be someone else's problem.
H) If you do need to fight, numbers make a BIG difference. Splitting up the enemy firepower among multiple ships will drastically increase your fleet's chances of victory, and your personal survival. If you are by yourself against multiple ships, someone will get on your tail and have high uptime in shooting you.
It would have saved me a lot of time if I had read this before coming to most of these conclusions on my own the hard way. I'll throw in my own advice as well.
My Shipyard sanctuaries are the same: Hangar, Specialization, Quantum Jumpdrive, and Engine Tuning. I also put the two Marines perks on the same sanctuary as my Recycling perk, using my marines to regularly capture ships and send them back to be ground up and turned into new ships. Same approach for outpost sectors. If you've got an extra perk on a Sanctuary that isn't otherwise building things, consider just taking Missiles. They can still churn out Flails and Chaff all day. It's good money, if nothing else.
Regarding Dock Agents, I've had good success using multiple jobs for the same task, with scaling priority levels. So I'll have a set of one-ship priority one jobs, then another set of one-ship priority two jobs, and only after that will I have a few more jobs with higher limits to have the leftover Dock Agents doing whatever thing needs more logistical support at the moment. I'm experimenting with an even more layered setup; highest priority jobs get priority 1, 2, and 3 jobs with one ship each, less important jobs would get priority 2, 3, 4, and so on.
Another thing I've found to be really useful is to assign a Station Agent for each of my Solar Power Plants. In general, my experience with Station Agents is that they are
****** retarded and will wander all over the goddamn place looking for shit even if I set their range to zero, but SPPs don't require any inputs. They will just run Energy Cells directly to your other factories all day long, instead of taking them back to the sanctuary and
then out to the other factories. Congestion is less of an issue when Energy Cells aren't clogging up the queue. I like using Caiman Tankers for this, since they are nice and fast (with excellent acceleration, which is probably as important as top speed for TS) and their cargo capacity matches up pretty well with the productive output of a single SPP cycle. They're on the cheap side at ~2.4 million as well, so you don't need to waste the resources on a TS+ or even a mid-tier TS like the Enhanced/Advanced/Prototype/Super Freighter variants. I'll also add that I
love Nexus Super Freighters. They're fast, agile, carry nearly 12,000 cargo, and you can put a dozen Phased Repeater Guns on them in turrets spaced evenly around the ship. They're expensive for a mid-tier TS, but they make incredible universe traders and are the only TS in their price range that can reliably **** up an M3.
When using M3s, I always put decent weapons on them. The lowest I'll go are Energy Bolt Chainguns; great range for a fighter class weapon plus okay speed and bullet size, both of which are hugely important for dogfighting. PACs are garbage; not enough damage, basically nonexistent bullet size. The Phased Repeater Gun is an excellent option for taking on other fighters, having a good mix of damage output, bullet speed, and bullet size so you can land hits that actually matter. Pretty energy efficient as well. While the damage output isn't going to be as good as a Plasma Burst Generator or High Energy Plasma Thrower, they'll murder fighters without wasting a lot of shots like a PBG or HEPT would. Save those weapons for anti-corvette or anti-capital duty since they miss so many shots that their effective damage output against fighters is worse than what a Phased Repeater Gun will get you.
For M6s, Phased Shockwave Generators are reliable since their shots are very fast and have decent bullet size. One volley kills an M4 or cripples an M3, and there are M6s that can dogfight like an M3. The Dragon is a good example; it's got eight guns on the front, one gun in a turret, it turns as fast as an M3 and outruns the majority of them with a top speed of nearly 200 with Engine Tuning, so it fights like an M3 with 800MW of shields and significantly more firepower. If you swap in Ion Railguns, it makes for a great boarding vessel; find an M6, chase it down with your superior speed, strip the shields and send in the marines. Then jump back to base, grab another load of marines, remove a shield and re-equip it to recharge your shields, and go find another target. You can easily have three captures going simultaneously this way. When you capture a ship, warp back to your marine/recycling system and grab the marines off of the ship with freight exchange; no sense wasting time waiting for it to dock and unload the marines when you can just grab them and go right back into it.
For capital ships, I love Gauss Cannons, Cluster Flak Arrays, and Phased Laser Arrays. Cluster Flak is the best way to handle fighters thanks to massive 27 volume bullets fired at over 5 km/s and isn't that bad against capital ships (roughly 15% lower damage and 1 km less range than Phased Laser Arrays), Phased Laser Arrays do an okay job of popping fighters while being marginally better against capital ships and are the most powerful weapon available before energy/damage efficiency falls into the toilet at the high end, and Gauss Cannons have fast enough projectiles and rate of fire to be useful against anything within their impressive 9 km range. They don't have the big alpha capability of Photon Pulse Cannons or quite as much range, but they can reliably land hits from farther away than any other weapon. PPCs at 11 km can miss a maneuvering M7, and a maneuvering M6 even at short range. Gauss Cannons start popping corvettes all the way out to 9km.