(07-23-2024, 12:29 PM)Elvinos2003 Wrote: To start good, I suppose you can start trading. In the online version, you start with a Kestrel, a freighter in a system called Pennsylvania. You can go behind the planet and go start mining helium and sell it at as Sprague in Omega-3. Or you can also do missions, but be careful. According the difficulty, it might be hardcore.
Thanks for the tips on mining, I'll give that a go to get started until a i can outfit a fighter to do missions...after all the dog fighting in FL is one of my favorite parts of the game.
Thanks for the warm welcome. I'm a bit hooked on the HD campaign right now haha but plan to hop online soon to check things out. I imagine there are quite a few changes which will be exciting to see! If y'all got any good recommendations on where to get started i would welcome them.
Cheers
First of all, welcome aboard!
Secondly, you might find it surprising to hear you really don't need much money to get what you need to do what you'd like! A fully kitted out fighter doesn't cost more than about 50k Credits, which is roughly only a couple of trips from the Helium field to Erie and back (about 20m of work in total); an entry-level transport like the good old Bumblebee costs 70k stock, and nets you a hefty 1.800 cargo space, plenty enough to do some solid trading if you're so inclined!
Missions can be a good way to rack up credits on the quick, but you have to be careful - most of those you'll find in bars and are of a high level (around 25 means fighters armed to the teeth; go higher than that and it's gunboats, then destroyers, then [...]) and you'll want friends to back you up, as a swarm of angry fighters can punch through yours with frightening speed.
On the other hand, missions asking you to take out a station - and only a station - are a very quick and easy payout, can do them in your starter Kestrel even, so enjoy!
Thanks for the in-depth breakdown, much appreciated. I did hop on and try out what i thought would be a basic combat mission and almost got rocked lol. I also didn't realize until after i finished the mission my starting ship was a freighter....so that might have been part of it! I also noticed though during combat, sometimes my available power would only recharge back up to 10% and then would get stuck...then if i fired off a few shots it would continue to go back up but would then get stuck around 30-40%....i could never get 100% available power, even after i was done fighting and just flying back to base.....is this available power behavior normal on Discovery or did i just experience a glitch?
Cruise engines use drain your power when used. They start recharging couple seconds after being disabled.
Also freighters/bombers/cruisers shields have big energy drain when recharging. Its their feature to be able to choose between having shields and fast recharge. You can assign a keybin in settings to disable shield regen.
Do you have any green notification when undocking about 'incompatible tech energy reduced to 10%'?
(07-24-2024, 08:00 AM)Helo Wrote: Do you have any green notification when undocking about 'incompatible tech energy reduced to 10%'?
Oh yes, definitely do look out for this one! In multiplayer, IDs have an associated techcell - basically a list of ships and equipment you are allowed to use.
If you try using things your ID does not allow, you'll get that notification, which cripples you almost entirely!
If you'd like to know what's available for which ID, please have a look here at the Ships/Guns tabs; select the relevant ID from the drop-down menu and it'll automatically filter what you can use.
(07-24-2024, 11:24 AM)Karmotrine Dream Wrote: If you'd like to know what's available for which ID, please have a look here at the Ships/Guns tabs; select the relevant ID from the drop-down menu and it'll automatically filter what you can use.
(07-24-2024, 08:00 AM)Helo Wrote: Do you have any green notification when undocking about 'incompatible tech energy reduced to 10%'?
Oh yes, definitely do look out for this one! In multiplayer, IDs have an associated techcell - basically a list of ships and equipment you are allowed to use.
If you try using things your ID does not allow, you'll get that notification, which cripples you almost entirely!
If you'd like to know what's available for which ID, please have a look here at the Ships/Guns tabs; select the relevant ID from the drop-down menu and it'll automatically filter what you can use.
(07-24-2024, 08:00 AM)Helo Wrote: Cruise engines use drain your power when used. They start recharging couple seconds after being disabled.
Also freighters/bombers/cruisers shields have big energy drain when recharging. Its their feature to be able to choose between having shields and fast recharge. You can assign a keybin in settings to disable shield regen.
Do you have any green notification when undocking about 'incompatible tech energy reduced to 10%'?
Thanks for the breakdown, this really helps understanding what is going on there since the behavior is different than vanilla.
(07-24-2024, 08:00 AM)Helo Wrote: Cruise engines use drain your power when used. They start recharging couple seconds after being disabled.
Also freighters/bombers/cruisers shields have big energy drain when recharging. Its their feature to be able to choose between having shields and fast recharge. You can assign a keybin in settings to disable shield regen.
Do you have any green notification when undocking about 'incompatible tech energy reduced to 10%'?
Thanks for the breakdown, this really helps understanding what is going on there since the behavior is different than vanilla.
Yes, not being able to freely combine the ships and equipment as a mix between factions like in vanilla is a small minus.
Beat the SP campaign again, helps reset the stage for the discovery storyline based off of what i've read so far. I also forgot how much I liked the look of the Anubis, too bad it pretty much sucks, hoping there is a better version of it in discovery!