TM's only have 3 levels to go through, if I lose a marine at any step I reload, use the Property screen to view the progress of the marines at each level. It may take some practise, or skill to make the ship fly in a circle so that it actually flies into your marines' range. (you always get a "Approaching target" or similar notification as soon as they reached a specific distance. I then attempt boarding, and make a save if they seem like they are just about to board. I get close to the target with its shields down, and then do a savegame. I also spam communications and demand they drop cargo, which ussually gives you most of their weapons/shields/missiles for looting. If it is a good target, I start shooting the shields off, and then take out it's escorts. If they have any of the 3 equipment that disrupts boarding (Polarized Hull, Laser Sentries, Firewall), I don't bother with it and go on to the next. I ussually always look for Weapon Transporters or Military Support Transports. You need a M6, 5-6 marines, Freight Scanner and the Transporter Device. Just always make sure you have at least 1 with 3-4 fighting skill on the boarding team, 1 with 3-4 Mechanical and 1 with 3-4 hacking. Great way to increase fighting skill and getting lots of credits from crates! I ussually always make either Paranid or Borons my enemy early in the game, and cap their TM's in Pirate Sectors. (All speculations from memory of own experience, as I have not looked up the actual calculations and facts!) Training "expert" gives around 28-36 points. Training "normal" gives around 15-18 points. Training "quick" ussually gives around 7-9 skill points for the chosen skill. And training Expert All Skills on a marine that already has many points, can take up to several SETA 1000% hours! Training cost and time, is all about how many skill points the marine has in total, the more total points the longer it takes to train. As a minimum for later game boarding you will need 21 five star marines if you wish to have just an average chance to board Xenon ships, like the Q. Make use of the free marines you get, and make sure to specialize them, to save cost and time for getting an average boarding crew for TM's/M6's.Īlso early in the game buy some marines, and start training them as soon as you can afford it. In my current X3TC game, it makes two boarding parties consisting of 2 and 3 marines, and often only of them gets onboard which is then an automatic failure :/ Mostly due to boarding teams now consisting of 5-6 marines, and if just one of them near the target, they will all 5-6 get on board. I can also dock a TS at my Mammoths, and I've noticed there's a similar mining command for stations, and it gave me the idea that I could have a TS running to the nearest station selling minerals to fully automate the system.Actually for me in X3AP, boarding and gaining Fighting skill is much easier than in X3TC. Q2 - Does the number of mining laser equipped make a difference? I.e. Q1 - How can I use the Carrier Command to tell all homebased ships to mine, rather than having to micromanage? (Is it actually possible, I've read that it was removed - but I swear I saw it available).Įach of these is equipped with only two mining lasers to maximise cargo space: I've got Mammoths sitting around with a load of Buster Miners individually homebased to it and tasked with mining: So the LU mod really messes with the mining commands, and although I've got the gist of it I reckon I could make it a lot more efficient and possibly fully automatic as well.
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