Rebel Galaxy Outlaw - Privateering-All

Cool, thanks merphle.

OK, so next question... all these upgrades I'm buying...can I put them on my new Ship? So I bought the level 2 power plant and the next level of armour plating too. Can I put those on any new Ship I buy or do I have to buy a new one etc? Can I have multiple ships or do I have to sell the old one when i get the new one?

Ships have a tier rating, and some equipment has a minimum tier rating. The starter ship & the next one up both are tier 2, meaning that they can use a level 1 or a level 2 power plant, but not a level 3 (for example). I don't know what tier rating any of the other ships are (I only just bought the second ship a little while ago), but I suspect the tier rating corresponds with their weight class (light = tier 1, medium = tier 2, heavy = tier 3). Equipment automatically gets installed into your new ship when you buy it (presumably only if the tier rating is suitable). I don't know whether it's possible to have multiple ships; it didn't give me the option to keep the starter ship when I upgraded.

Edit: Struck incorrect info, according to Wiki.

So today I had a cool 100K and was eyeballing the next ship hull. Then I said F-this, upgraded a bunch of equipment, bought a jump-drive, and tried to find the limit of what I could handle.

My limit: One Extreme Danger Cargo Delivery and an Extreme Danger Blockade Busting Delivery to the same base.
It took five retries until I managed to clear all the hostiles from the base so I could dock, but dock I did. (Seriously? No docking with hostiles in the area? Apparently merchants need to take these missions loaded for bear.)
So then I tried to dial down the danger and work my way back to the Texas system with a simple Pirate Defense mission. Apparently the danger ratings are relative. Getting to the mission coordinates my screen lit up with red-dots as if I was doing a mine-clearing. Taking a quick breather and then deciding if I should bang my head against this mission as well or just move on and head back to Texas to grind out some more equipment before venturing forth.

Rezzy wrote:

So today I had a cool 100K and was eyeballing the next ship hull. Then I said F-this, upgraded a bunch of equipment, bought a jump-drive, and tried to find the limit of what I could handle.

My limit: One Extreme Danger Cargo Delivery and an Extreme Danger Blockade Busting Delivery to the same base.
It took five retries until I managed to clear all the hostiles from the base so I could dock, but dock I did. (Seriously? No docking with hostiles in the area? Apparently merchants need to take these missions loaded for bear.)
So then I tried to dial down the danger and work my way back to the Texas system with a simple Pirate Defense mission. Apparently the danger ratings are relative. Getting to the mission coordinates my screen lit up with red-dots as if I was doing a mine-clearing. Taking a quick breather and then deciding if I should bang my head against this mission as well or just move on and head back to Texas to grind out some more equipment before venturing forth.

The danger ratings might as well be random.

Out of curiosity, what upgrades did you have before you moved to your second ship?

I'm thinking I'm going to get the next level shields and then save for ship 2.

Is there a good place to search for and download ship paint jobs? Just picked up a Sonora and want to give it a nice custom look. This and mod support would have been much easier on Steam.

Veloxi wrote:
Vargen wrote:

So... I don't want to get into spoilers or anything, but does anyone have any advice on hitting small, fast, agile targets with a short-range dumb-fire ordinance launcher?

Besides practice? Not really, dumbfires are great but to hit fighters with them, you gotta be real close and on their tail.

Yeah, it turns out the answer was just "git good" (and redirect power to the engines). Well that and

Spoiler:

shoot one of the smaller ones right before they go red, and make sure to get the other two before the group panics and goes full evasive. Once the light fighters are all dealt with it just takes a little patience to get a bead on the rest.

I have no idea how someone would do that mission with anything slower than the SandHawk fighter.

Thought I did this once, now I've forgotten and can't seem to find a way/answer. Is there a way to pull up your mission log & change your active mission in flight, or can you only do that at the mission board?

Clumber wrote:

Thought I did this once, now I've forgotten and can't seem to find a way/answer. Is there a way to pull up your mission log & change your active mission in flight, or can you only do that at the mission board?

I've done it from the system map by clicking on a waypoint for the mission I want to select.

I don't know how that would work if there are multiple missions that take you through the same jump gate.

Clumber wrote:

Thought I did this once, now I've forgotten and can't seem to find a way/answer. Is there a way to pull up your mission log & change your active mission in flight, or can you only do that at the mission board?

There's a PDA with your mission log, which you get to by either start or select on the gamepad. You can choose the mission you wanna focus on there.

Been flying the Sanora for the night with 2 Gauss and a... something... the thing that costs 20K but doesn't require energy... Got a turret too for a cool 51K. Feel like a bit of a beast right now. Probably should get the jump drive and actually um... explore the other sectors

Balthezor wrote:

Any tips for combat? Im getting my ass kick with average difficulty pirate missions. I even won the tracer gun from pool.

The first and most important thing is how to run away. Get the afterburner as your first upgrade, and adjust your power settings to 100% engine. When you auto-pilot into a combat encounter, immediately turn around and go full throttle away from the enemy ships. When you're clear use the battle scanner to check out what you're facing. If you don't like the look of it, keep burning away until the auto-pilot becomes active and get out of there; otherwise adjust your power settings for more shield, turn around, and engage. Dump power to shields as necessary to keep them up.

Zero or low energy weapons ensure that you have power to repair your shields and use your afterburner to escape, so tracers, autocannons, etc are good starter weapons. You can also use the burner/100% engine technique with taunts to kite difficult enemies that are camping jump points and stations, and also to escape the police (but be aware that your Wanted level will go up, and other police will engage on sight).

Your worst-case scenario is you alone against multiple enemy ships. Try to avoid this if you can. You can make progress jumping into ongoing fights, and you can use the battle scanner to specifically target enemy ships carrying valuable goods. This will get you a few bucks in short order and get you more combat experience without getting mobbed.

Aetius wrote:
Balthezor wrote:

Any tips for combat? Im getting my ass kick with average difficulty pirate missions. I even won the tracer gun from pool.

The first and most important thing is how to run away. Get the afterburner as your first upgrade, and adjust your power settings to 100% engine. When you auto-pilot into a combat encounter, immediately turn around and go full throttle away from the enemy ships. When you're clear use the battle scanner to check out what you're facing. If you don't like the look of it, keep burning away until the auto-pilot becomes active and get out of there; otherwise adjust your power settings for more shield, turn around, and engage. Dump power to shields as necessary to keep them up.

Zero or low energy weapons ensure that you have power to repair your shields and use your afterburner to escape, so tracers, autocannons, etc are good starter weapons. You can also use the burner/100% engine technique with taunts to kite difficult enemies that are camping jump points and stations, and also to escape the police (but be aware that your Wanted level will go up, and other police will engage on sight).

Your worst-case scenario is you alone against multiple enemy ships. Try to avoid this if you can. You can make progress jumping into ongoing fights, and you can use the battle scanner to specifically target enemy ships carrying valuable goods. This will get you a few bucks in short order and get you more combat experience without getting mobbed.

Also, when you get to bigger ships, they usually have massive blind spots. You can take out a weapon or so if needed and then just plink away at their behind.

Nevin73 wrote:

Btw, how do you sell illegal goods? I've been jettisoning them because I can't sell them and I don't want to get fined from a police scan.

Some stations will buy certain things, usually independents. For example, Nacogdoches will buy Scrag and Vat-Grown Tissues. Black Markets will allow you sell pretty much anything. The closest one to Texas is Rockfarming on the other side of Kansas.

Anyone fiddle around with the painter? I’m making a pretty basic wholesale colour change and putting all the tubes as grey. Weird problem is colouring one part will seemingly colour a completely different area of the ship.

Vector wrote:

Anyone fiddle around with the painter? I’m making a pretty basic wholesale colour change and putting all the tubes as grey. Weird problem is colouring one part will seemingly colour a completely different area of the ship.

Weird. Any chance you have mirror paint on and it's just duplicating what you do?

Clumber wrote:
Vector wrote:

Anyone fiddle around with the painter? I’m making a pretty basic wholesale colour change and putting all the tubes as grey. Weird problem is colouring one part will seemingly colour a completely different area of the ship.

Weird. Any chance you have mirror paint on and it's just duplicating what you do?

That would make sense if it’s mirroring a relevant part. I’ll check and see if that’s the issue, though.

Man, the mission where you have to

Spoiler:

EMP the corrupt cops

is hard. Any tips? That Javelin is a dumb fire as far as I can tell.

Took me a couple of tries because of the limited ammo. Just need to afterburner a lot (and divert power from weapons since you’re not going to be using them anyway) and fire at point blank range on their six.

Nevin73 wrote:

Man, the mission where you have to

Spoiler:

EMP the corrupt cops

is hard. Any tips? That Javelin is a dumb fire as far as I can tell.

Yeah this missing is messing me up bad

From today's patch notes:

*Dirty cops in Warning Shot have reduced onboard weaponry
*EMP Javelin now has a 40 projectile capacity vs 25
*EMP Javelin projectiles sped up 400mps for greater accuracy

How do you get those extra ships. Apparently there are 9 but I can't see anything after the Coyote. Also, need another 20K and then I can buy it!

I spent a good couple of hours with this last night and while very enjoyable that gameplay loop at the start is beginning to feel a little repetitive all ready. I'm sure that once I have the jump drive (and a better ship) it'll open out but it does feel at the moment remarkable like the start to Elite: Dangerous when that first launched - a lot of time grinding at the start before you get a decent ship and everything starts to open out. Also mass drivers are better than the tracers aren't they?

It's not a big issue (yet) but I do wonder how much longevity this game is going to have. I remember that old mobile game Galaxy on Fire - there's more than a little of that in this so far.

Veloxi is going to explode after reading this isn't he?

BlackSabre wrote:

How do you get those extra ships. Apparently there are 9 but I can't see anything after the Coyote. Also, need another 20K and then I can buy it! :D

Go to the Eureka system with at least 50k. Bountiful Vista is the station. Once you unlock the ship dealer there, you'll see the new ships.

zinckiwi wrote:

From today's patch notes:

*Dirty cops in Warning Shot have reduced onboard weaponry
*EMP Javelin now has a 40 projectile capacity vs 25
*EMP Javelin projectiles sped up 400mps for greater accuracy

Hallelujah! Been holding off on that mission hoping they would tweak it. I know what I'm doing today!

Sorbicol wrote:

Also mass drivers are better than the tracers aren't they?

It's a trade-off. The mass drivers are better overall, but they use energy and the tracers do not. Which means you can find yourself in the middle of a fight with no guns and no afterburner.

Nevin73 wrote:

Man, the mission where you have to

Spoiler:

EMP the corrupt cops

is hard. Any tips? That Javelin is a dumb fire as far as I can tell.

That's the one I had trouble with as well. Part of the solution was to

Spoiler:

open fire on the faster ships before they go hostile. The other part was prioritizing the fast ships so that they went down before the cops realized what was up and boosted their engines. It helped that I was in a fighter; I have no idea how you'd do that mission in a freighter.

Aetius wrote:
Sorbicol wrote:

Also mass drivers are better than the tracers aren't they?

It's a trade-off. The mass drivers are better overall, but they use energy and the tracers do not. Which means you can find yourself in the middle of a fight with no guns and no afterburner. :)

I've just bought a Coyote but I haven't yet upgraded the components beyond what was on my Sandhawk. I wasn't a big fan of the Tracers at first, but they make a great inexpensive way to make use of the 5th and 6th hard points on my new ship. Once I save up for a better power plant I'll look into other options.

Does the no-depreciation-on-ships thing last forever, or is there just a grace period so you can sell back a ship you don't like? I'm wondering if I should start a second playthrough for when I want to kick back and haul cargo, or if I can just swap out ships when the mood strikes.

Wayfarer wrote:
zinckiwi wrote:

From today's patch notes:

*Dirty cops in Warning Shot have reduced onboard weaponry
*EMP Javelin now has a 40 projectile capacity vs 25
*EMP Javelin projectiles sped up 400mps for greater accuracy

Hallelujah! Been holding off on that mission hoping they would tweak it. I know what I'm doing today!

Aaand beat that mission. Used a Sandhawk. No power to weapons, just mostly shields and some engines. Didnt use anything but the EMP Javelin. The only annoying thing was that once they are stunned, they are still red and show as an active target. So took some target cycling to get the last few down.