Starsector

>Attention user, the Hegemony Police force has gotten reports of a high market value in your colony based on exports that the Hegemony requires to thrive on, and thus violates OUR marketing with other factions. Thus, our Task force will have to, unfortunately, forcefully disable your industry. Your compliance is required, don't bother, just let us do our thing, Citizen.

What do?

Also Starsector thread

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tfw you go to the edge of the sector and build a self sufficient micro-country
then you just go harass Trifags and steal their donuts
feels good man

Reminder that Independent is the most bro faction around, they blow every other faction out of the water

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What are your favorite ships by size?

>Frigate
Lasher

>Destroyer
Sunder

>Cruiser
Aurora or Dominator

>Capital
Onslaught (i know paragon is better but onslaught is cooler fuck you tri-jews i'll saturation bomb you)

Brawler (LP)
Hammerhead
Falcon (P)
Astral for my officers

Tempest, Sunder, Dominator (Safety Overrides) and Onslaught are close second. Doom gets an honorable mention as my favorite phase ship, modded or vanilla.

I'm home.

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This game is too braindead easy to be any fun.

Post maymays

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Any point in having more than 1 orbital works?

Not being poor.

It lets you build ships faster.

>hes a hegemony dog

How far do you have to for them to not bother sending fleets?

I don't think there's a distance they won't go to fuck you up.
Although if you get far enough away, accessibility will be so shit that your colony won't earn enough to be worth attacking, so that's that.

Guys what fighters/bombers do you recommend? There are so many, I don't know how to outfitmy carriers

If you have no idea, broadswords on every slot is fine.

You can look at what they're armed with though.

Talons are cheap and good (though you'll bleed crew like a motherfucker).
Khopesh are great rocket bombers. Kinda similar to what daggers used to be like when they had reapers torpedoes.
Broadswords are cool as well, distract PD.
Longbows get a honorable mention for being anti-shield.
Never used any of the others.

>Frigate
Tempest
>Destroyer
Hammerhead
>Cruiser
Dominator
>Capital
ONSLAUGHT
Why yes I do like armor stacking

Wolf, a heavy blaster on them and the AI does a great job of flanking.
Sunder, so far I'm really liking 2x graviton+HIL.
I haven't tried enough with cruisers or capitals, although I did just set up my first colonies and have tons of blue prints, so ill be figuring it out. The first I built was an Astral.

I find myself just autofitting all of my ships. I think I'm gimping myself, whats the best way of actually getting into the nitty gritty of outfitting my ships?

Youre gonna have to just learn all the weapons by experience. What theyre good at, which ones are rarer and better than their alternatives, which ones generate too much flux for a ship
Then comes the matter of knowing what each ship is good at, in general the golden rule is not too surpass a ship's max venting with your weapon loadout too much

Cobra

All I know is that one Afflictor with 3 Antimatter Blasters can seriously fuck up a fleet. Going full Red October on the enemy by picking off escorts and small carriers can change the whole damn battle. Soloing a fucking Astral while dabbing on the their screen was pure sex.

Practice with a specific loadout in the "Run Simulation" section of the refit screen against different opponents. Experiment around with different ratios of kinetic/HE/energy/beam weapons. Change around flux capacitors/vents/hullmods to try to shore up weak spots on a particular ship, or reinforce already strong points e.g. Auxiliary Thrusters vs Heavy Armor on a Dominator. Also consider what role you want each ship to try to play in your fleet. All kinetic damage for shield overloads? All HE to devastate ships with shields downed? Dedicated PD? Reapers for high alpha but poor sustain? A balanced mix?

Whoops, meant to reply to

New player herer, does an orbital station is able to defend itself against expedition ? (Alpha core running the colony)

>Frigate
Wolf. I honestly don't pay much attention to my frigates but my Wolf has been with me since the start while every other frigate I pick up ends up dead after a while.
>Destroyer
Hammerhead, this thing's a beast.
>Cruiser
Dominator. It's the anvil to my Conquest's hammer.
>Capital
Conquest. Fast, tons of guns and the best looking capital, Paragon tryhards wish they were this cool.

Honourable mention to the Falcon (P), it instapops Colossus Mk.IIIs which is great fun as I've been fighting pirates a lot lately.

Yes, the expedition MUST defeat it to raid the colony, in fact.
If it gets destroyed, it's fixed after 2 ingame months.

>set up microstate of free ports, supplying pirates with enough kickbacks to keep them swimming in all the hentai they can eat
>so far away that any organized opposition turns around and goes home before they reach my space
Vat a pity, herr inspektor, ve vuld adore having you for dinner but ze fleets zeem to be, how you say, running out of gas before zey get here.

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Is there any point in building military base and wasting industry slot on it if space station can defend colony by itself?

>Do some bounty hunting in Askonia
>Hover over Sindria, except for some mercs no fleets in sight
>Decide to test the strength of their station
>The Independent fleets join me and mow down the defences
>Manage to raid the fucking capital of the Sindrian Diktat, taking a ton of blueprints

What a blessed faction

I just got cooperative rep with everyone, save for pathers who are neutral.
Are there any more "victory conditions"?

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Patrols will also defend the hyperspace entrances leading to your system, any space structures you have out there alongside any other colonies, so it helps prevent pirate shitters and helps prevent invasions from ransacking your whole system
Plus, sometimes stations just arent enough

Get ready for my low quality greentext.
>first time playing
>no clue what I'm doing
>see a contract to scan a derelict ship for 80,000 credits
>seems easy enough
>fly all the way across the universe putting zero thought into how to get back
>didn't realize there's no space station outside of the center of space, figured I'd just buy more fuel later
>finally get to the star system containing the ship
>salvage and restore a couple of ships and abandoned stations, making massive amounts of money in the process
>finally find the ship specified in the contract and scan it
>slowly realize there's no civilization out here and no way to get my hands on any fuel, have nowhere near enough to get back
>ohfuck.jpg
>spend the massive way back jumping from system to system, salvaging whatever fuel and supplies I can from abandoned/robot ships, sweating bullets, dodging pirate and robot fleets, often having to rely on being sucked into the gravity well of the nearest system
>end up having to scuttle most of my fleet and eject most of my crew
>Through some miracle actually make it back in one piece with 0 fuel and barely any supplies left
>Turns out that the few ships I insisted on keeping (the ones I salvaged and mothballed) are actually pretty much useless transport ships, end up selling them for a few thousand credits

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So suppose i have star fortress and high command, does that mean my colony is absolutely safe?

You'll be able to fend off almost anything yes
If you have decent blueprints of course

At least restarting won't be too painful, since that was early on.
Press 2 on the map screen to display the fuel range, the brighter circle is the radius you can travel and then come back with the fuel you already have, anything further and you'll fall short of your starting point.

It was actually the most fun I had in a videogame in a while. I don't see any need to restart as I actually managed to turn quite a big profit. I gathered three officers, a shitton of blueprints, weapons, and AI cores. I managed to buy all the ships, crew and supplies back with money to spare, which I spent on more ships.
>Press 2 on the map screen to display the fuel range
Yeah, I knew that already. The thing was that I didn't know that all the star systems outside of the center of the galaxy were uninhabited.

>diplomatic
I also think conquest victories apply for sat bombing everyone else into ruins, which should be changed. But I haven't done a Nex run in some time now.

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Playing vanilla (except unknown worlds), just established my first colony, how am I doing and what should I do with my fleet? My income is primarily trade contracts and smuggling, though I'm starting to clean up my act.

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Lose the salvage gantries and buffalos, unless youre planning on actually still exploring the fringe systems
Also get some cruisers boy

>Frigate
Ox
>Destroyer
Hammerhead
>Cruiser
Doom
>Capital
Atlas MK2

Found it, I remember this campaign started and ending orbiting Jangala. Kinda old so I should do it again.

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Why do people say they're playing vanilla like it's some sort of achievement? If you don't like changes to the base game's balance, there are a ton of mods which improve the game without adding new starships or weapons

Nexerlin by itself brings Starsector up from a 8/10 to a 9/10

>Frigate
T E M P E S T
>Destroyer
Hammerhead
>Cruiser
Gryphon
>Capital
Odyssey

>disable chalcedon's spaceport
>wait a few months
>chalcedon is buying organs, drugs, marines, supplies, fuel, armament, food, organics, luxury goods, and maybe domestic goods at an extremely profitable price
>make a few trips between eochu bres and chalcedon, selling everything you bought from tri-tach's black market to the pather's black market until the space port recovers
>repeat

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I've barely explored Breya and haven't even visited everything in the core worlds yet, I mean I will eventually wanna explore everything but should I just look for more local-ish systems to colonize for now?

Dunno about anyone else, I'm a space virgin.

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>not just setting up a free port
>not getting all the colony improving traits or an Alpha core

>Frigate
Wolf
>Destroyer
Medusa
>Cruiser
Gryphon
>Capital
Paragon

>Slap Hardened Shields, Max capacitors/vents and a plasma cannon on an Apogee
>Can outlast almost anything in its class

Dont worry about the proximity of colonies, just focus on getting those good systems