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Endless sky fleet of furies
Endless sky fleet of furies











  1. #Endless sky fleet of furies mod#
  2. #Endless sky fleet of furies series#

#Endless sky fleet of furies series#

Not usually folks capable of churning out endless series of warships capable of (with severe losses) beating Korath Raiders (sometimes). Especially given that lore has it that most pirates are (as in our world) basically kids press-ganged into service by pricks with guns. Something I've used to my advantage more than a few times.Īnyway, the net effect of this is that numbers quickly tell in a battle, and high pirate spawn rates turns a few systems into a nonstop death furball that kind of breaks immersion (Durax is a great example). So even tiny ships can pack enough firepower to drain the shields of a leviathan. It usually takes 2 units of shield energy to get one unit of active shielding, but the reverse ratio is true for many weapons - 1 unit of energy gets you 2 units of damage. Part of the problem (such as it is) is that there is a distinct offensive bias in the game's mechanics. When coupled to the fact that pirates almost always target the weakest ship in the system - usually a new capture I'm taking to sell, it makes that part of the game a bit frustrating. I've slowly gotten annoyed at the sheer frequency of pirate spawns.

endless sky fleet of furies

That is, small Southern fleets may be the weakest, but they spawn the most often. And as another idea, pirate fleet strength could be somewhat inverse with spawn frequency.

endless sky fleet of furies

If pirate fleets are retooled in response to this issue, then law enforcement and merchant fleet strengths would need to be looked at as well to compensate. More of an idea I wanted to throw out there.

endless sky fleet of furies

I think the progression in strength should go Small South < Small Core < Small North < Large South < Large Core < Large North, and progression within fleets should be more smooth, like the Small South, instead of having big jumps in possible strength, like Small Core.

  • Huge disparity in what can be encountered in Small Core either a single interceptor, or one or two light warships, as opposed to the more smooth progression of strength in Small South.
  • Interceptor only fleets in Large North?.
  • Furies and Hawks shouldn't be in the North given their distance from the South.
  • Headhunters and Falcons in the Core? Furies and Hawks everywhere? Headhunters probably shouldn't be in the Core given the distance from the Deep, as well as Falcons, which are sold in the North and South but not the Core.
  • The types of ships you encounter don't always seem region appropriate.
  • I put these charts together just because I noticed some weird things while creating the charts for #4149. Sparrow, Fury, Berserker, Hawk, Headhunter, Raven, Corvetteīerserker, Fury, Raven, Headhunter, Firebird, Corvette, Leviathan, Bactrian Wasp, Fury, Hawk, Sparrow, Quicksilver, Headhunterįury, Hawk, Quiksilver, Headhunter, Firebird, Splinter, Manta, Falcon

    #Endless sky fleet of furies mod#

    Sparrow, Hawk, Fury, Clipper, Argosy, Mod Argosy, Bastion, Falcon The left hand column is sorted by strength 3 Ints is considered about equal to 1 LW, 2 LW about equal to 1 MW, 2 MW about equal to 1 HW.Īnd here's the ships that can spawn in each fleet. LW = Light Warship, including the Clipper and Argosy, which are otherwise categorized as light freighters Although there is progression within each category, I'm only looking at by category as a shorthand for strength. So here's a chart of the strength of various pirate fleets given as a percent chance that that fleet size can spawn.













    Endless sky fleet of furies