Posted October 07, 2013
I.Faction
If you start a new game you first have to choose your faction, even if it might be erased later if you play one of the independent classes.
The game give you same hints wich faction would be a good choice but most infos aren't true.
The only real difference is...if you choose the Federation it's easier for a peacefull Trader to start up because you have some coreworlds that are safe from invasions for some time.
Aside from this there only a few differences wich ships you start with, wich ships are for sale but this isn't that important because you won't stay for long with your starting ship anayway and you can either buy one from the enemy during a ceasefire or conquer one.
II. Class
-The Fleettrader
Well..you start with a Corvette but are allready 35...14 years older, not a fair deal^^(at my games i needed around 2 ingameyears to aquire a battleship with the "fighterclasses") anyway, aside from this flaw the Fleettrader is a really strong class because he has a very good skillselection at his skilltree that allows you to play either as a defensive fighter a trader or combine both without Problems.
-The Freetrader
The Freetrader starts with a fighter, is independet and 21 years old, his Skilltree has all important Traderskills, some important offensive skills and a few but Strong defensive skills. The downside is...you wan't get enough skillpoints to master all 3 direction but it allows you to start out as a trader and decide later if you wish to become a "combattrader", breaking through the enemy lines to supply your troops with a modified Cruiser ;) or...
-The Fleetofficer
Fleetofficers start with a corvette but are allready 35, their skilltree has most of the offensive skills and ECM/EMP- Resistance but, at my opinion, nothing that strong/special paying off for starting 14! years older...as i said...fighterclasses need around 2 ingameyears to aquire a battleship.
-The Bounty Hunter
Bounty Hunters start with a fighter and are 21 years old, their skilltree has most offensive skills and ECM/EMP-Resistance..the difference to the FLeetofficers skilltree are minor and because of the starting age i would allways choose a Bounty Hunter over a Fleetofficer.
-The Smuggler
Smugglers start with a fighter, independent and are 21 years old, their skillstree has some defensive Skills, the basic Tradeskills, traget lock and many passive crime skills that raise the chance to be a criminal but unoticed or
at least uncatched. Playing a smuggler is a bit special...illegal goods can give you easy start but because most of your skills are crime related you are nearly forced to play as a spy and deal with secret data because aside from this the stock for illegal goods is very low most the time.
- The Pirat
Pirats start with a fighter, independent and are 21 years old, their skilltree offers a interesting mix of offensive&crimeskills and some skills related to fleeing. Pirats can try to conquer their own empire and with the right shipconfiguration&skillcombination&a bit Luck there offensive power is fearsome but if the plan goes wrong...
III.Skills
Aside from your starting skills you get 1 skillpoint for every new Rang and 1 for the last famerang where your faction will give you a planet...as least they say it's your planet now, i couldn't do anything special at the planet. Without special Events you can get 10 Skillpoints.
Here a list of the skills the classes can aquire with a personal note if i think there should be some Info added
FT=Fleettrader, FR=Freetrader, FO=Fleetofficer,BH=Bounty Hunter, SM=Smuggler,P=Pirate
-Ace(FR,FO,BH)
greatly increased hitchance, 1 AP but two of your allready activated skills are deacivated
-Ace of Aces(FR,FO,BH)
greatly increased hitchance+damagebonus, 1 AP but 4 of your
allready activated skills are deactivated
-Advanced criminalistics (FT)
passive skill that reduce the chance for random encounters by 50%
-Advanced Cargomanager (FT,FR)
passive skill, +50% cargospace at your ship
-Advanced Connections(FT, FR)
passive skills the raises the number of goods by +50%
-Advanced Rewards (FO)
+25% Rewards from missions..sounds nice..but there more important skills and
until then you will have spare mony anyway
-Advanced Streetrules (SM,P)
passive skill, 75% to be allowed to land on a planet despite being a known criminal
-Advanced Trader (FR,SM)
passive skills that allows you to see all prices
-Amnesty (SM,P)
Ask for amnesty,
didn't tried out this skill
-Boarding (FO,BH)
Allows you to board enemy ships, 5 AP
-Cargo Drop (FT,FR,SM)
Well..you drop your Cargo and try to flee with a raised chance, 5AP
-Channeling(FT)
Recharges your Shild for 5 AP
-Cargomanager(FT,FR,SM)
passive skill, 25% more cargospace at your ship
-Clean Record(SM)
passive skill, -50% that patrols notice illegal goods
-Connections(FT)
passive skill that raises the number of goods by 25%
-Criminalistics(FT,FR)
passive skill that reduce the chance of random encounters by 25%
-Cloak (P)
In combination with a cloaking device you can flee from a battle, 5 AP
-Discipline (FR,FO,BH)
increased chance to hit, 1 AP
-Disguise (SM,P)
50% that a crime you comitted isn't noticed from the goverment
-Double Speed (P)
+2 AP/Turn for you, increased chance to hit for the enemy, 1 AP
-ECM-Protection (FO,BH)
reduces the chance that your missles/Mines/Torpedos are stopped by ECM, 3 AP and
2 allready activated skills are deactivated
-EMP-Resistance (FO,BH,SM)
reduce the hitchance for enemy EMP by 75%, 2 AP very usefull for later battles
if this biig torpedeo is closing in and you're hit by EMP...
-Evading(FT,FR)
reduced chance to hit for everyone, 2 AP
-EMP (FO,BH,P)
-Disables the enemy ship, 5 AP, sounds great but some infos are missing
1.you need to hit the ship, emp works like the cannons so you better activate some usefull skills
the round before you plan to fire it.
2.you disable the enemy ship for 1-2 Turns, because you get 5 AP/Turn you trade your turn in to
block him for 1 turn, usefull if he just activated some nasty skills/specials or if you wan't to
stop him using ECM's at your mine/torpedo...but you need to plan ahead
-Evil Taunt (SM)
reduce the enemy hitchance, 1 AP
-Exploit (P)
Big damagebonus against enemys shut down by emp, 4 AP and a enemy shut down by EMP ;)
-Exploit II (P)
Huge damagebonus against enemys shut down by EMP, 4 AP and a enemy shut down by EMP ;)
-Factory Owner(FT,FR)
You can buy and upgrade factorys at the planets
-Flee (FT,FR,FO,BH,SM,P)
well..you try to flee for 5 AP, depending at the enemy sucsess during
battles the chance seem to be somewhere around 25%
-Fleetcontrol (FO,BH)
Allows you to take Fleetmissions and to make direct attacks against enemy Spacestations to speed up Invasions
-Focus Beam (FO,BH)
Big damagebonus, big malus to the hitchance..well...just using it is like playing russian roulette, using it with the right plan (Target lock, Ace of Aces,...) can turn the tide of a battle..but then you wast 2-3 Turn for 1 lucky shot
-Focus Beam II (FO)
Even bigger damagebonus..without malus this time..still...1 complete Turn for 1 lucky shot,
it's up to you...do you like roulette? ;)
-Focused Shild(FT,FR,SM)
50% damagereduction for the next hit, 2 AP
-Focused Shild II (FT)
75% damagereduction for the next hit, 2 AP
-Hacker (P)
passive skill, you will be informed if treasureships enter your system
Nice to have if you have a spare skill because boarding treasureships is good way to make credits and
you have a high chance that they have droids as cargo(not as defenders)
-Hit&Run (SM,P)
If the enemy has less then 50% shild you can try to escape with raised chances
and ignore his tractor beams for 5 AP
-Intelligence (BH)
passive skill, if you take a drink at the bars you might! get Information about you missiontarget or
treasure ships and the chance to meet your target is increased to...
well, if you get the mission to arrest someone he's rarly at the location you where told..so you have to start to fly to the other planets and scan&check the ships there until you found you target.I didn't found this skill usefull because you can earn more money anyway if you take Missions at Warzones.
-Mark (FO,BH)
allows you to attack cloaked ships, 1 AP
...well..until now i didn't had a enemy doing it
-Manouvers (FO,BH)
Damagebonus for both and a raised chance for you to avoid mines&asteroids,
be carefull with this skill..all get the same damagebonus...to activating it with the last AP before
the Enemy, with activated Miniguns, get his next turn might be a really bad idea.
If you start a new game you first have to choose your faction, even if it might be erased later if you play one of the independent classes.
The game give you same hints wich faction would be a good choice but most infos aren't true.
The only real difference is...if you choose the Federation it's easier for a peacefull Trader to start up because you have some coreworlds that are safe from invasions for some time.
Aside from this there only a few differences wich ships you start with, wich ships are for sale but this isn't that important because you won't stay for long with your starting ship anayway and you can either buy one from the enemy during a ceasefire or conquer one.
II. Class
-The Fleettrader
Well..you start with a Corvette but are allready 35...14 years older, not a fair deal^^(at my games i needed around 2 ingameyears to aquire a battleship with the "fighterclasses") anyway, aside from this flaw the Fleettrader is a really strong class because he has a very good skillselection at his skilltree that allows you to play either as a defensive fighter a trader or combine both without Problems.
-The Freetrader
The Freetrader starts with a fighter, is independet and 21 years old, his Skilltree has all important Traderskills, some important offensive skills and a few but Strong defensive skills. The downside is...you wan't get enough skillpoints to master all 3 direction but it allows you to start out as a trader and decide later if you wish to become a "combattrader", breaking through the enemy lines to supply your troops with a modified Cruiser ;) or...
-The Fleetofficer
Fleetofficers start with a corvette but are allready 35, their skilltree has most of the offensive skills and ECM/EMP- Resistance but, at my opinion, nothing that strong/special paying off for starting 14! years older...as i said...fighterclasses need around 2 ingameyears to aquire a battleship.
-The Bounty Hunter
Bounty Hunters start with a fighter and are 21 years old, their skilltree has most offensive skills and ECM/EMP-Resistance..the difference to the FLeetofficers skilltree are minor and because of the starting age i would allways choose a Bounty Hunter over a Fleetofficer.
-The Smuggler
Smugglers start with a fighter, independent and are 21 years old, their skillstree has some defensive Skills, the basic Tradeskills, traget lock and many passive crime skills that raise the chance to be a criminal but unoticed or
at least uncatched. Playing a smuggler is a bit special...illegal goods can give you easy start but because most of your skills are crime related you are nearly forced to play as a spy and deal with secret data because aside from this the stock for illegal goods is very low most the time.
- The Pirat
Pirats start with a fighter, independent and are 21 years old, their skilltree offers a interesting mix of offensive&crimeskills and some skills related to fleeing. Pirats can try to conquer their own empire and with the right shipconfiguration&skillcombination&a bit Luck there offensive power is fearsome but if the plan goes wrong...
III.Skills
Aside from your starting skills you get 1 skillpoint for every new Rang and 1 for the last famerang where your faction will give you a planet...as least they say it's your planet now, i couldn't do anything special at the planet. Without special Events you can get 10 Skillpoints.
Here a list of the skills the classes can aquire with a personal note if i think there should be some Info added
FT=Fleettrader, FR=Freetrader, FO=Fleetofficer,BH=Bounty Hunter, SM=Smuggler,P=Pirate
-Ace(FR,FO,BH)
greatly increased hitchance, 1 AP but two of your allready activated skills are deacivated
-Ace of Aces(FR,FO,BH)
greatly increased hitchance+damagebonus, 1 AP but 4 of your
allready activated skills are deactivated
-Advanced criminalistics (FT)
passive skill that reduce the chance for random encounters by 50%
-Advanced Cargomanager (FT,FR)
passive skill, +50% cargospace at your ship
-Advanced Connections(FT, FR)
passive skills the raises the number of goods by +50%
-Advanced Rewards (FO)
+25% Rewards from missions..sounds nice..but there more important skills and
until then you will have spare mony anyway
-Advanced Streetrules (SM,P)
passive skill, 75% to be allowed to land on a planet despite being a known criminal
-Advanced Trader (FR,SM)
passive skills that allows you to see all prices
-Amnesty (SM,P)
Ask for amnesty,
didn't tried out this skill
-Boarding (FO,BH)
Allows you to board enemy ships, 5 AP
-Cargo Drop (FT,FR,SM)
Well..you drop your Cargo and try to flee with a raised chance, 5AP
-Channeling(FT)
Recharges your Shild for 5 AP
-Cargomanager(FT,FR,SM)
passive skill, 25% more cargospace at your ship
-Clean Record(SM)
passive skill, -50% that patrols notice illegal goods
-Connections(FT)
passive skill that raises the number of goods by 25%
-Criminalistics(FT,FR)
passive skill that reduce the chance of random encounters by 25%
-Cloak (P)
In combination with a cloaking device you can flee from a battle, 5 AP
-Discipline (FR,FO,BH)
increased chance to hit, 1 AP
-Disguise (SM,P)
50% that a crime you comitted isn't noticed from the goverment
-Double Speed (P)
+2 AP/Turn for you, increased chance to hit for the enemy, 1 AP
-ECM-Protection (FO,BH)
reduces the chance that your missles/Mines/Torpedos are stopped by ECM, 3 AP and
2 allready activated skills are deactivated
-EMP-Resistance (FO,BH,SM)
reduce the hitchance for enemy EMP by 75%, 2 AP very usefull for later battles
if this biig torpedeo is closing in and you're hit by EMP...
-Evading(FT,FR)
reduced chance to hit for everyone, 2 AP
-EMP (FO,BH,P)
-Disables the enemy ship, 5 AP, sounds great but some infos are missing
1.you need to hit the ship, emp works like the cannons so you better activate some usefull skills
the round before you plan to fire it.
2.you disable the enemy ship for 1-2 Turns, because you get 5 AP/Turn you trade your turn in to
block him for 1 turn, usefull if he just activated some nasty skills/specials or if you wan't to
stop him using ECM's at your mine/torpedo...but you need to plan ahead
-Evil Taunt (SM)
reduce the enemy hitchance, 1 AP
-Exploit (P)
Big damagebonus against enemys shut down by emp, 4 AP and a enemy shut down by EMP ;)
-Exploit II (P)
Huge damagebonus against enemys shut down by EMP, 4 AP and a enemy shut down by EMP ;)
-Factory Owner(FT,FR)
You can buy and upgrade factorys at the planets
-Flee (FT,FR,FO,BH,SM,P)
well..you try to flee for 5 AP, depending at the enemy sucsess during
battles the chance seem to be somewhere around 25%
-Fleetcontrol (FO,BH)
Allows you to take Fleetmissions and to make direct attacks against enemy Spacestations to speed up Invasions
-Focus Beam (FO,BH)
Big damagebonus, big malus to the hitchance..well...just using it is like playing russian roulette, using it with the right plan (Target lock, Ace of Aces,...) can turn the tide of a battle..but then you wast 2-3 Turn for 1 lucky shot
-Focus Beam II (FO)
Even bigger damagebonus..without malus this time..still...1 complete Turn for 1 lucky shot,
it's up to you...do you like roulette? ;)
-Focused Shild(FT,FR,SM)
50% damagereduction for the next hit, 2 AP
-Focused Shild II (FT)
75% damagereduction for the next hit, 2 AP
-Hacker (P)
passive skill, you will be informed if treasureships enter your system
Nice to have if you have a spare skill because boarding treasureships is good way to make credits and
you have a high chance that they have droids as cargo(not as defenders)
-Hit&Run (SM,P)
If the enemy has less then 50% shild you can try to escape with raised chances
and ignore his tractor beams for 5 AP
-Intelligence (BH)
passive skill, if you take a drink at the bars you might! get Information about you missiontarget or
treasure ships and the chance to meet your target is increased to...
well, if you get the mission to arrest someone he's rarly at the location you where told..so you have to start to fly to the other planets and scan&check the ships there until you found you target.I didn't found this skill usefull because you can earn more money anyway if you take Missions at Warzones.
-Mark (FO,BH)
allows you to attack cloaked ships, 1 AP
...well..until now i didn't had a enemy doing it
-Manouvers (FO,BH)
Damagebonus for both and a raised chance for you to avoid mines&asteroids,
be carefull with this skill..all get the same damagebonus...to activating it with the last AP before
the Enemy, with activated Miniguns, get his next turn might be a really bad idea.
Post edited October 07, 2013 by DF1871