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[Spaceship RPG] Rebel Galaxy

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KDH
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Re: [Spaceship RPG] Rebel Galaxy

Post by KDH » Thu Nov 19, 2015 12:30 pm

it can also be annoying when the space station you're trying to dock with is covered in dropped cargo, and the overused "E" key just wants to tractor-in loot you don't have room for


although I do enjoy the game, it is in the bad PC port category due to the game pad devotion ... how many times have I jumped to warp due to trying to gather the loot that dropped from the ship right next to me while turning my attention to the next loot-dropper

:doh:



EDIT: I just got the 1.07 patch (GOG) .. it contains the line: 3) You can autodock by touching the station even if a cargo is nearby
Last edited by KDH on Thu Nov 19, 2015 12:52 pm, edited 1 time in total.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Thu Nov 19, 2015 12:42 pm

Ive done that too...and you have t owait until you are in warp to drop out again instead of being able to cancel it. *click*click*click*click*"no dont go to warp stop stop*click*click*
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Thu Nov 19, 2015 2:44 pm

Ok Im at the 2nd spectre upgrade choice...this time its engines or shield regen. the first time I took boosters which turned out well. Im leaning to shield regen. Whats the opinions guys?
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Re: [Spaceship RPG] Rebel Galaxy

Post by Paingod » Thu Nov 19, 2015 3:00 pm

Probably depends on how you play. I favor speed over bulk, so I went with the engines - but if you're in a Dreadnaught, that might mean less to you than having slightly better shields.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Thu Nov 19, 2015 3:15 pm

I jump to the middle and fight. Ive been killing cruisers and dreadnoughts in my little light frigate. Tough but doable. So I guess shields then...I can always get good engines.
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Re: [Spaceship RPG] Rebel Galaxy

Post by GreenGoo » Thu Nov 19, 2015 4:05 pm

Daehawk wrote:Ok Im at the 2nd spectre upgrade choice...this time its engines or shield regen. the first time I took boosters which turned out well. Im leaning to shield regen. Whats the opinions guys?
The choice just doesn't matter. The game isn't subtle enough for that. The bonus is something like 10%. You get more benefit from just buying new hardware. So the bottom line is pick the one you like, as it makes very little difference from a practical standpoint.

Don't get me wrong, it's better than a kick in the teeth, but it's not a make or break decision.

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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Thu Nov 19, 2015 5:01 pm

I took the shields and since then Ive been getting the crap hammered out of me and its costing me 12 - 16k to repair. For some reason I keep running into either a enemy fleet of 3-5 destroyer or bigger caps ships or fleets of 3 caps ship cruiser size with 15 fighters. once I ran into 2 dreadnoughts plus torpedo boats. These are not mission ones just random ones that either pull me out of warp are are sitting around stations waiting me me. One station I go to a lot was blockaded or something. I had to clear them out because I got tired of running a gauntlet every time I went there. I even died once! I never die lol. All Im doing now is saving for that Radoivich and doing as much to raise my faction with them.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Fri Nov 20, 2015 2:18 am

Why are ALL missions inside a field of some type? Why cant we get any missions just in open space? Strange design decision.

Ive yet to have a bad guy surrender when I try.

Also I was supposed to escort a ship. I get there and hail it and he threatens me like a pirate and attacks so I kill him and I fail the mission. Weird one. But I got free Greel whiskey :)
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Re: [Spaceship RPG] Rebel Galaxy

Post by Paingod » Fri Nov 20, 2015 8:24 am

Daehawk wrote:Why are ALL missions inside a field of some type? Why cant we get any missions just in open space? Strange design decision.
Programmatically, fields are already points in space. It's easier to pick from the grab-bag of existing points than to try and randomly generate new points and ensure they're safe (IE - not inside another point, planet, sun, station, etc).
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Re: [Spaceship RPG] Rebel Galaxy

Post by KDH » Fri Nov 20, 2015 11:39 am

Daehawk wrote: .... Ive yet to have a bad guy surrender when I try. ......

I stopped answering Hails from red-dudes .. when the game teaches me not to bother, that the conversation will be the same .. I don't bother. When I've got the guy whittled down to certain death and he isn't offering me his money, his wife, and his dog = space dust

I'll tractor in his soy-paste and count myself ahead ... lasers don't maintain themselves


(I did have a guy surrender, but it only resulted in him saving his skin, not furnishing my space beachhouse)
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Re: [Spaceship RPG] Rebel Galaxy

Post by GreenGoo » Fri Nov 20, 2015 11:48 am

Daehawk wrote: Ive yet to have a bad guy surrender when I try.

Also I was supposed to escort a ship. I get there and hail it and he threatens me like a pirate and attacks so I kill him and I fail the mission. Weird one. But I got free Greel whiskey :)
I've had guys "surrender" but all that happens is they turn blue. I even had a mission to rescue a merchant, threatened his attacker who turned blue, but kept attacking the merchant. So now he's blue and I can't shoot him, but he's free to murder the merchant. Mission failed. Lol.

I've also had guys surrender in the middle of a huge furball, turning a significant portion of my red minimap blue. So in that mission it cut my work in half, so the surrender was beneficial.

There is little point in getting guys to surrender, as they don't give you stuff, you just can't shoot them any more (and obviously they don't shoot you).

There is a bug where some mission objectives are hostile. Some of those have already been patched out. Sounds like you found one (which are few and far between now). Just bad luck I think.

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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Sat Nov 21, 2015 5:53 pm

Im so close to getting the Radovich now. I just made guild rank 4 and have 1.4 million. The ship is 1.8 million. For some reason it doesn't seem to take the trade in cost of my old ship into account. I should be able to get it now and trade in my Scarab for the difference but its going to make me have the full cash price first.
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Re: [Spaceship RPG] Rebel Galaxy

Post by wonderpug » Sat Nov 21, 2015 7:46 pm

Daehawk wrote:Im so close to getting the Radovich now. I just made guild rank 4 and have 1.4 million. The ship is 1.8 million. For some reason it doesn't seem to take the trade in cost of my old ship into account. I should be able to get it now and trade in my Scarab for the difference but its going to make me have the full cash price first.
It takes into account the trade-in cost. If you buy a middle ground ship in between the Radovich and what you have now, the visible price of the Radovich will go down by the same amount as your upgrade.

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Re: [Spaceship RPG] Rebel Galaxy

Post by KDH » Sun Nov 22, 2015 12:00 am

wonderpug wrote:
Daehawk wrote: ... its going to make me have the full cash price first.
It takes into account the trade-in cost.

yes, the trade-in is already factored into the price you see
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Sun Nov 22, 2015 4:52 pm

Strange choice but I can deal :)...Got my Rad. Had to get more turrets :) Still just the one cool green laser. I keep finding tons of shield and such loot but no more weps. Wish i could paint my ships. I want my Radi to be painted up in Indie colors from I-War.

Ive noticed as I move up in ships that after what i think is a deadly battle I am paying less and less for repairs. I like that...good armor.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Tue Nov 24, 2015 8:16 pm

I got a mission from the guild to escort a guy. I get there and he is covered in fighters. I cleared it all and warp linked with him and all he did for over 5 minutes was flying around in circles in a debris field and get me to collide with stuff. After a bit of damage I had enough of that and turned on him. I failed the mission but I did get some gold, whiskey, robots and stuff from his derelict :P Of course I traded with him first.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Sat Nov 28, 2015 12:13 am

OH MY GOD!!!!!!!!!! Biggest furball Ive yet seen in this game. I took a mission to destroy a 'swarm' gathering at a spot. 180,000 creds. I should have known then it was tougher than stated. I get there and kill 12 fighters and think its over. But nope. "Incoming enemies and enemies detected.....my radar was ONE BIG RED CIRCLE...I mean ALL the way around it went red with enemy contacts. I have never seen that much red on there. I thought I was done for. There must have been at least 25 fighters or more. I killed my engines and sat there spinning like death blossom in The LAst STarfighter. The only thing that saved me was I had just added 4 MK3 particle canons and my MK3 ion flak. I poured it on and my turrets ate it all up. I won and had only 4K in damages to repair. PHEW. But man did I freak when I saw my radar light up like that.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Sat Nov 28, 2015 12:50 am

Did my first siege mission. It really wasn't a mission I just saw that a station was under siege by the Korians so I decided to help. Saw the biggest damn ship and started in on it heheh. Pic below. I got my 2nd Viridian laser. Not sure I really needed it now that I have mk4 particles and mk3 mining but I stuck it on top anyways with the other one.

Enlarge Image
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Sun Nov 29, 2015 5:33 am

Ran into a new merc Ive never seen before named Grud. Some alien. Cost a good amount to hire too. Going to look him up online before I decide because Im using Sparrow right now and she is supposed to be the best. Her boyo shout is annoying me a little though and Grud speaks alien so it might be better lol. He wont tell me his ship though so I cant compare.

Wish there was a site online where it listed all mercs and their ship and loadout. I cant find Grud info....or anyones really.
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Re: [Spaceship RPG] Rebel Galaxy

Post by GreenGoo » Sun Nov 29, 2015 2:52 pm

Starting to struggle in my Arcturus. Pushing Mk V for most weapons and shields and broadsides, but still having difficulty with some of the tougher missions. Had 1 mission that was to clear out cap ships and the only thing left was a dreadnaught that I could barely scratch. Ended up sitting on its six for like 10 minutes pounding away until it finally succumbed. Didn't help that a single salvo from its broadsides peeled my shields down to nothing.

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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Sun Nov 29, 2015 5:08 pm

Question....how long should I stick with these alien MK2 Viridian lasers? I looted a MK4 Mining Laser and Im tempted to replace one with it. But the alien ones fire a long time and a good distance. Everything else I have is MK3 on my Radovich.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Sun Nov 29, 2015 5:57 pm

Got another one of those swarm missions.

This is what it looks like when they first appear.
Enlarge Image

And during the fight.

Enlarge Image
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Re: [Spaceship RPG] Rebel Galaxy

Post by KDH » Sun Nov 29, 2015 8:51 pm

how did you wind up in the center? .... come up through a manhole cover? :shock:
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Re: [Spaceship RPG] Rebel Galaxy

Post by GreenGoo » Sun Nov 29, 2015 9:45 pm

KDH wrote:how did you wind up in the center? .... come up through a manhole cover? :shock:
Some missions have extra spawns after you trigger them. Mostly I just ran and whittled them down as they chased me.

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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Sun Nov 29, 2015 9:52 pm

Thats how they pop up when you are there.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Mon Nov 30, 2015 3:21 am

In the Garibaldi system now. I ma little lost. Last system stuff became too easy and stuff. Now they are just random if I live or die. I attacked 2 frigates and died quickly. I attacked a Blackgate Dread and killed it fairly easy. Attacked 2 destroyers and won easy. I just never know.

I blew up a destroyer and looted both a MK4 Rebound Deflector and a MK3 Vidian Laser...score!!

My weapons are as follows...

BROADSIDES: MK4 Neutron beams
FLAK: MK3 Ion flak
TOP: MK2 Vidian laser / MK2 Vidian laser / MK3 Vidian laser
LEFT: MK4 Mining laser / MK3 Mining laser
RIGHT: MK3 Mining laser / MK3 Mining laser
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Mon Nov 30, 2015 3:36 am

Anyone else noticing their warp drives slows down then speeds up then slows down? It doesn't seem to be lag of low powers computer..more the way it is. I can tell by heading towards a nebula and actually see it stop coming towards me and watching my distant from it. It slows to nearly nothing even though I am still at warp with the effects and all. Then it will speed back up and the nebula moves again.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Mon Nov 30, 2015 3:44 am

Anyone know what ship and weapons Grud has? I cant find it and I dont know if his is better than Sparrow's with her capital class guns.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Lassr » Mon Nov 30, 2015 11:24 am

Daehawk wrote:Anyone else noticing their warp drives slows down then speeds up then slows down? It doesn't seem to be lag of low powers computer..more the way it is. I can tell by heading towards a nebula and actually see it stop coming towards me and watching my distant from it. It slows to nearly nothing even though I am still at warp with the effects and all. Then it will speed back up and the nebula moves again.

Yep, anytime I approach something in space, asteroid field, another ship, nebula, it will slow then speed back up.
The only reason people get lost in thought is because it's unfamiliar territory.

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Re: [Spaceship RPG] Rebel Galaxy

Post by Paingod » Mon Nov 30, 2015 11:26 am

Lassr wrote:
Daehawk wrote:Anyone else noticing their warp drives slows down then speeds up then slows down? It doesn't seem to be lag of low powers computer..more the way it is. I can tell by heading towards a nebula and actually see it stop coming towards me and watching my distant from it. It slows to nearly nothing even though I am still at warp with the effects and all. Then it will speed back up and the nebula moves again.
Yep, anytime I approach something in space, asteroid field, another ship, nebula, it will slow then speed back up.
I tend to ride around and give wide berth to anything remotely in the way due to this. I swerve a lot, but maintaining warp speed makes up for the more circuitous route I take.
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Re: [Spaceship RPG] Rebel Galaxy

Post by GreenGoo » Mon Nov 30, 2015 12:42 pm

Lassr wrote:
Daehawk wrote:Anyone else noticing their warp drives slows down then speeds up then slows down? It doesn't seem to be lag of low powers computer..more the way it is. I can tell by heading towards a nebula and actually see it stop coming towards me and watching my distant from it. It slows to nearly nothing even though I am still at warp with the effects and all. Then it will speed back up and the nebula moves again.

Yep, anytime I approach something in space, asteroid field, another ship, nebula, it will slow then speed back up.
As far as I can tell this is intentional. You also have varying speeds in regular and possibly sublight speeds as well.

It is offputting though and definitely feels like computer slowdown at first. Developer should probably add something specific to the effect so we can more easily understand it is an ingame effect rather than a cpu/gpu overload issue.

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Re: [Spaceship RPG] Rebel Galaxy

Post by KDH » Mon Nov 30, 2015 1:34 pm

Daehawk wrote:In the Garibaldi system now. I ma little lost.

Maps are randomly generated for everybody .. we all have a different map .. including the stations, etc :ninja:


Daehawk wrote: Now they are just random if I live or die

You have to keep an eye on the white (Hull) and blue (Shields) rings around your radar .. your hull can be penetrated and the white ring no longer displays, so if you don't make use of your deflector when larger damage hits that side = poof! ... turn around and use the stronger side for defense .. and flee a little bit when your shields go down so that they have time to re-gen



pardon me if this was common knowledge :doh:
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Re: [Spaceship RPG] Rebel Galaxy

Post by GreenGoo » Tue Dec 01, 2015 12:00 pm

Finally upgraded away from my Arcturus, which was a good workhorse for awhile but now was way too long in the tooth. It was slow, and turned like a brick, and I was tired of it.

I moved up to a manticore briefly and it was like driving a Mini compared to the Arcturus. It also had comparable storage, although the turrets were positioned weirdly (8(?) all on the top surface of a fairly boxy shape) and less broadsides.

I only drove that around for about 30 minutes before moving up to my first Heavy class. The Deep Horizon. It's a merchant guild hauler so it's not built for war and unlike the Radovich is not particularly fast either. Still, it feels faster and turns better than the Arcturus, so that's a plus. Combined with the guild large storage I have a storage capacity of 77, which believe it or not, I have maxed out a few times.

It's pretty rugged and so far has not had any huge issues in combat. I recently moved to Mk 5 organic armour which has made the little fighters easier to deal with. I also found a Mk V greel turret with insane range. It can fire on targets I can't even lock onto yet, so I just let it do whatever it wants. I don't normally use flak turrets but a free Mk VI flak turret from a cargo container has me testing one out. I don't like the idea of a turret that only works against certain ship types and is useless against capital ships, but at Mk VI it seems to be tearing up the little guys. Might be worth keeping it installed.

Missions being offered to me tend to be between $500k and $1mil now so things are moving faster.

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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Wed Dec 02, 2015 2:55 am

MK4 Electro Bolt Canon and a MK4 Badger.....those are the weapons I got fro ma big pirate lord fight. The pirate himself was in a Polaris dreadnought and had the canon and Im getting my ass handed to me an Radovich warps in and its a pirate too. I finish off the lord barely and think maybe I should leave when I scan the other guy and he has the other weapon. So I took a chance and stayed. Glad I did..got 2 new guns at least to me they are new...and only had 23,000 in repairs.

Both weps are Murath tech..dont recall seeing either before. These are the first MK4 weps Ive ever looted. The Badger rocket has unlimited ammo and a 15k range ! :)

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Daehawk
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Wed Dec 02, 2015 3:12 am

Guys when should I be buying that MK5 Organic armor? Im using MK4 Ceramic it has 10k protection...the MK5 Organic is 17K ...says 45% better against fighters. Im in a Radovich and have 2 million on me..the Organic armor is 900k.
https://www.gofundme.com/please-help-di ... -wife-died ....Help for me to take care of stuff . Wife died Jan 9 2019 after 31 years. My soulmate.
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I am Dyslexic of Borg, prepare to have your ass laminated.
GroovAtroN, stop asking
I guess Ray Butts has ate his last pancake.
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Paingod
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Re: [Spaceship RPG] Rebel Galaxy

Post by Paingod » Wed Dec 02, 2015 8:22 am

Daehawk wrote:Guys when should I be buying that MK5 Organic armor? Im using MK4 Ceramic it has 10k protection...the MK5 Organic is 17K ...says 45% better against fighters. Im in a Radovich and have 2 million on me..the Organic armor is 900k.
I bought armor upgrades as soon as I could afford them. It's entirely up to you. I don't think I ever had money laying around unless I was saving for a specific upgrade. Shields and Armor were always the priority.
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Re: [Spaceship RPG] Rebel Galaxy

Post by GreenGoo » Wed Dec 02, 2015 11:20 am

I'll be moving to a Minotaur in the near future. It's more of a sidegrade than an upgrade, but I want to try out the rest of the ships in the game (aside from pirate ships) before I finish. Which seems like it would be soon.

Things are moving along, I'm able to get dead drop missions that are 1.5 mil each, and not overly hard to complete, so I have a number of Mk VI techs that weren't found floating around in space (i.e. I bought them). Pulse turrets have been rock solid all game but they seem to have run out of steam here at the end, at least a little.

With missions paying so much now I figure it won't be long 'til I can move to one of the dreadnaughts. And with progress coming in a timely fashion Rebel Galaxy is getting more of my game time because it's low stress, low energy, low effort gameplay means I can relax and play while braindead if needed.

The increased money means I'm enjoying the game a bit more now too, as I went through a stagnant period where my Arcturus was a little weak and money was slow coming in to upgrade it.

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Re: [Spaceship RPG] Rebel Galaxy

Post by GreenGoo » Wed Dec 02, 2015 11:21 am

I should mention that I'm using mines as my secondary which are extremely effective, but also result in several hundred K in ordinance costs. Those mines are expensive.

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Re: [Spaceship RPG] Rebel Galaxy

Post by GreenGoo » Wed Dec 02, 2015 11:57 pm

Last night and tonight were spent in a McKinley. Despite the double Very Slow ratings, it seems quick enough with Mk VI drives, and as far as I can tell, it turns faster than the Arcturus.

Having exactly zero problems with it. Even though I've got 77 cargo space, simple missions pay better, so I'm not as concerned about having a large hold any longer. Even if I made 10k profit on every item in my hold, I'd still only make 770k, whereas a quick run to pick up a dead drop and run back nets me anywhere from 1 million to 1.5mil. It's not even close any more.

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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Thu Dec 03, 2015 12:00 am

Think thats the one I will buy next. Cruiser class...costs a bit over 4 million.
https://www.gofundme.com/please-help-di ... -wife-died ....Help for me to take care of stuff . Wife died Jan 9 2019 after 31 years. My soulmate.
---------------------------------------------
I am Dyslexic of Borg, prepare to have your ass laminated.
GroovAtroN, stop asking
I guess Ray Butts has ate his last pancake.
http://steamcommunity.com/id/daehawk

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