![]() Unless there's a specific reason not to have pirates sell fuel pods, I think adding them to "Pirate Outfits" (or maybe even "Basic Outfits") would make sense both for this mission and in general. The only (human) outfitter definition with fuel pods is "Common Outfits", while scram drives are available in "Pirate Outfits" and four Advanced/Security variants. Since this is the only mission (or one of very few, at least) that requires a scram drive, being able to buy both the drive and the necessary fuel pods in the same place would be nice. (800 and a single ramscoop isn't enough, and ramscoops are both bigger than fuel pods and not available in the Free Worlds anyway.) For an average ship that's not already configured for extremely long hyperdrive range, this means visiting outfitters in two different systems or making the six hop round trip to Zug (which is the closest shipyard with both). With a scram drive, this requires 900 fuel storage. In order to reach Alphecca and return to a safe system for refueling (or ramscooping), you need to be able to make six jumps. Longjump stocks neither scram drives nor fuel pods.Glaze stocks fuel pods, but not scram drives.Trinket stocks scram drives, but not fuel pods.Three neighbouring systems systems have planets with outfitters: Deep doesn't have an outfitter, so we're going to have to go somewhere else to get it. Installing a scram drive for this mission is rather annoying. It might be possible to do it in a speed-optimized interceptor or something, but then range would likely be an issue. I also tried with a Falcon in case it could survive long enough to leave the system despite being slower, but it blew up just as quickly. I don't have the specs in front of me, but it's about the fastest medium warship I could build. What is your fastest ship? A light warship, a scout? Or smth heavier?Ī splinter with atomic engines. Half the time I end up jumping in right next to a carrier or cruiser or something, and then no amount of speed can save me. In the time it takes to turn, slow down, and turn again, the Navy fleets are often within weapons range. I feel like the fleets are pretty slow and if needed you can go away for a bit first? I'm not sure if it'll help here, but even if it does it's not an obvious solution to the problem. I've never found a scram drive to be worth the extra outfit space and fuel consumption. I started the game a couple of days ago with whatever was in the continuous build then, but I don't see any relevant changes between then and now. Screenshotsīrae Sondet~-early-warning-difficulty.txt Operating System ![]() Ideally there would either be fewer systems to scout, somewhere safe to land between hostile systems, or smaller enemy fleets in the various systems. It should be possible to complete this mission without a major upgrade to your ship, or acquiring a fleet of escorts. (Or use the attached save.) Expected Behavior Play the Free Worlds Campaign in a single ship without alien or late-game tech until you reach the "Early Warning" mission. (It's possible that I've missed some obvious way to complete this mission as-is, but if that's the case I expect other people will miss it too.) Steps to Reproduce I have no doubt I could manage it with a jump drive (which significantly reduces the time spent in each system) or with a bunch of escorts to help distract the Navy, or with an alien ship that can take more of a beating than anything available in the Free Worlds, but I don't see a way forward for a single ship without late-game tech. However, having to get lucky with entry point and fleet placement in six systems in a row (counting Wei twice, because it's the way home) with nowhere in between to land makes this an exercise in frustration. If it were just one or two systems, reloading and trying again a few times would be sufficient to succeed. The problem is that entering a system, slowing to a stop, turning, and leaving for the next system often takes long enough that the giant fleet in the system has time to reach me before I can move on. So far, all my attempts to complete it have ended in spectacular fiery death. All was going well until I reached the "Early Warning" mission that requires scouting several Navy-occupied systems. For my current game (continuous build), I decided to play through the Free Worlds campaign without a fleet or alien tech or whatever.
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