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[Spaceship RPG] Rebel Galaxy

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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Fri Jan 13, 2017 3:40 am

Before I quit I was up to this ship. I found it a great ship and loved it. Was my favorite until that point. Was saving for a larger one.
You have to be in good standing with the Merchant Guild to buy it though.

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Re: [Spaceship RPG] Rebel Galaxy

Post by Paingod » Fri Jan 13, 2017 8:48 am

I've been playing again as well; maybe I'll actually finish the game this time?

I'm up to the Tennhausen ship with 6 broadsides and 4 turrets, with 4 Mk2 Particle Laser turrets as the range (3km) just makes them plain superior to Mining Lasers (1.4km) even if they chew through shields slower. I'm using the Mk2 Reflective Deflector (bounce energy shots back at enemies), simple Mk 2 Ceramic Armor, Mk 1 homing missiles, Mk2 Shields (Heat Absorbent), amd Mk2 Proton Cannon. All in all, there's little left to upgrade now in the first Sector.

I'm toting around about $300,000 in goods and acting as a trader/merc and doing missions as I move between trading posts looking to offload my mountains of Meteoric Diamonds, Tachyon Salt, Pure Water, and Live Organs... As I attempt trade, I'm reminded of how annoying it can be and why I didn't do more of it. It's really hard to find a place to buy or sell expensive goods - and you never get them in bulk. You have to basically drift through the system as prices keep changing but you don't know what they are until you visit a station. I'll probably give it up soon, cash in what I have, not buy anything new unless it's an awesome deal, and just run combat missions. I think trade is supposed to be like that anyway - incidental. You buy a few really sweet deals and lug them around until you offload them somewhere successfully.

I'm only planning on two more ship upgrades - first, the Barracuda. Nimble and very fast, I love this one early on. Eventually it gets outgunned and I move into the Minotaur; probably the best of the Medium ships, and suits my style of play.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Kasey Chang » Mon Jan 16, 2017 2:23 am

I got the Tennhauser as well and I've got Mk II just about everything. I got 2 mining laser, 1 particle laser, and 1 pulse turret though I may switch that to 2 particle and 2 mining. I find the mining laser's shield buster feature quite useful. Shot-based turrets, not somuch. Broadsides right now is still proton cannon for the range. I just found Juno and have ONE more contract before I exit the system. I have no problem with condition reds. Basically, run away from condition red and pick off the enemies from the edges.

Any way, I do find the combo of mining and particle laser very useful in killing retaliators and such. I mainly do mercenary and salvage, grab whatever that's not contraband. Trading... Did not bother.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Kasey Chang » Mon Jan 16, 2017 6:40 pm

Just left the system and was flying around doing missions.

Even with those "high risk" missions there's a way to mitigate the risk... "Fish" around the edges, pull a couple enemies off, kill them, then go back in and take out a few more. I've taken down my first pirate lord this way, as well as dealt with a couple superswarms. With 2 particle laser and 2 mining lasers fighters don't last long, and I've got all weapons updated to MK3's. Broadside is still a problem, fire control sucks. Need disciplined fire to get through, but I have no problem taking down 5-10 corvettes and capships per visit to the station. Periodic use of deflector when swam missiles or torpedoes approach is key.

I can't make up my mind what to put in my second broadside. I rarely if ever use them, so I tried HS missiles, but doesn't seem to do much damage. Magnamines are littered all over the place for no appreciable gain (leaving them close enough to hit someone is pure luck).
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Re: [Spaceship RPG] Rebel Galaxy

Post by Paingod » Tue Jan 17, 2017 8:16 am

Kasey Chang wrote:I can't make up my mind what to put in my second broadside. I rarely if ever use them, so I tried HS missiles, but doesn't seem to do much damage. Magnamines are littered all over the place for no appreciable gain (leaving them close enough to hit someone is pure luck).
I kept homing missiles in there for the longest time, but as soon as I started facing fighter swarms, I shifted to EMP Flak and left it there. Disabling any that get close enough for 6+ seconds gives you room to escape. I also use the slow-burn, high speed boosters as I can get very far away from combat before they die off, even if I take a pounding 30% of the way. I've never even tried the Slamjet ones.

I did something skewing last night and entered an Extreme danger territory and splurged $1,080,000 on MkV Beam Broadsides - which instantly shifted every mission I was seeing from "HIGH" threat to "LOW" - but none of my other gear competes. Until I build up my other weapons and equipment (all MkII) I'm the absolute epitome of a glass cannon. Thankfully, I've still got speed an maneuverability on my side, but even one missile from something strips off all the shielding on one side. I just need a few missions and I'll start catching up to myself... :D

My poor Mk2 Mercenary didn't think any of it was funny, either. He lasted about 6 seconds into the first fight in that zone. I couldn't bring myself to hire out a $110,000 Merc there to replace him since I wanted those big guns.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Tue Jan 17, 2017 1:37 pm

BTW guys the mercs are really all different and some are better than others. Check online for the answers. I found one I really like and keep him / her / it.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Paingod » Tue Jan 17, 2017 3:46 pm

Ditto. I believe my favorite was Steve (mechanoid), followed closely by the Skeza (yellow/black insect).
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Re: [Spaceship RPG] Rebel Galaxy

Post by Kasey Chang » Wed Jan 18, 2017 12:35 pm

The mission threat levels are calculated based on your ship, not your weapons level.

I tried the mission with the HEAVY frigate, but with mostly MK3 weapons, and it says "average". I decided I didn't have enough weapons, switched to the FAST frigate to free up another 140K, filled up the turrets with particle and mining lasers, and the same mission now says "high".

My main problem with this game is escaping from a bad situation seems a bit difficult. Basically, your situation can go from "uh not good..." then onto KABOOM! in merely seconds. You just have to stay out on the edges and peel off one or two enemies at a time and repeat. As for super swarms, my afterburner was proving invaluable, as are my 7 laser turrets.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Wed Jan 18, 2017 1:42 pm

I logged my old character in to see where I was last night and noticed I have Steve as a wingman. He was fussing at me to lets go or something.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Kasey Chang » Wed Jan 18, 2017 4:37 pm

Making money once I'm out of the system makes it grind-y. I need about 250K to 300K to upgrade EACH weapon from Mk3 to Mk4. And my Scarab has 7 turrets, 400K if I'm going from particle laser Mk3 to Mk4. Right now I got mining lasers upgraded, but I need more money for the particle lasers. The mission board missions are like 100K each or lower, and some of them require jumping to next system. OTOH, even high risk missions are not so bad if I am careful. And 4 laser (or more) firing together makes short work of fighters and gunships. Even light frigates die. Destroyers and dreadnought... Well, depends on if I am careful or not. The trick is more like keep firing on the same spot of the enemy ship and turn away before he takes down my shields.

What are better ways to make money in this game? Just spend some of the capital and buy up stuff that's "below average" in the market? Seems bounty and rescue packet and mission boards pay a lot better than trading unless I can find a lot of the commodity, and there never seem to be much. And the contraband... almost not worth the trouble.

EDIT: In Gilgamesh system after the Hexxite raid. Upgraded almost everything to Mk 4 and now the Mk5 items are EXPENSIVE (1.25 mil and more) Joined the Merc guild, didn't enjoy the cargo missions much. My Scarab with Mk4 everything has no problem with high risk missions except the escort ones when there are just too many enemies all over the place. The trick seems to be pick a target that you can chew up, which means look for friendlies and try to hit the same target on the same shield arc. So far my 4 laser / 3 mining laser combo seems to work pretty well. I went back to missiles. The Mk4 missiles help somewhat and reloads are relatively cheap.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Paingod » Thu Jan 19, 2017 8:15 am

Kasey Chang wrote:What are better ways to make money in this game?
Move into more dangerous systems. The higher the danger, the better the tech, the better payout on missions. In one "Extreme" danger sector, I picked up a "Deliver 14 Pure Water" mission that paid out $883,000. The only catch was that I had to supply the water. Thankfully, in my search for that, I came across a "High Danger, $0 Payout, Raid" type mission where the cargo to raid for was 12 Pure Water I could keep afterwards. The two put together were a nice payday.

All of that doesn't eliminate the grinding feeling, though. I've stopped playing again after getting to feel it too strongly - looking at prices on Mk6 gear while wearing Mk3 stuff.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Kasey Chang » Thu Jan 19, 2017 1:29 pm

True, my afterburner basically means I can run away from enemies I don't want to fight, in general. Fighting the big guys (dreadnoughts, destroyers) require multiple passes as keeping one side to the enemy is death.

The battles feel grind-y because it is: angle in, keep firing until your shield buckles, turn away and afterburner, turn to the other broadside and try again, repeat ad infinitum. When you got internal damage run away further, and be more timid/careful and go station to repair. I just spent $$$ on repair bot, but repairs in this game are so cheap it's almost not worth the expense when compared to actual value of the items.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Paingod » Thu Jan 19, 2017 1:46 pm

Kasey Chang wrote:The battles feel grind-y because it is: angle in, keep firing until your shield buckles, turn away and afterburner, turn to the other broadside and try again, repeat ad infinitum.
I use the smaller, faster ships. My combat tactics end up being: Fly in to 3,000m, spin in a circle while holding "S" to slow to a crawl (or cut my engines entirely). In the Barracuda, I can make a 180º rotation before the enemy broadsides can fire a second time. This spreads damage across all 4 of my shields and one is never plainly exposed to repeated broadside fire. I only afterburn/boost if I'm getting badly messed up and need to move outside a swarm to pick them off as they come at me.
Kasey Chang wrote:I just spent $$$ on repair bot, but repairs in this game are so cheap it's almost not worth the expense when compared to actual value of the items.
Repairs do seem trivial, even if you limp home at 1% health. I spent the $300,000 on that Repair Bot mainly as a useful placeholder. Bear in mind, that as things degrade they become less effective - so field repairs are useful to keep things at 100% efficiency... but if you survive a fight, you're going to want to repair your armor anyway, and the subsystems are easy to fix then.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Thu Jan 19, 2017 3:23 pm

Also bots wont repair plating and thats where you both die from and what costs at stations to repair anyways.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Kasey Chang » Thu Jan 19, 2017 4:01 pm

Daehawk wrote:Also bots wont repair plating and thats where you both die from and what costs at stations to repair anyways.
That'd be power core.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Kasey Chang » Fri Jan 20, 2017 5:15 am

Got the third fragment, onto the moving fragment mission.

Tried one of those "very high" risk missions, ouch! Flew into a Greel armada of like 6-8 minelayers, a ton of leech and other fighters, and the Whiskey Greel is in a war frigate. Almost got killed, but found that afterburner works even when your engines got leeched. Use that to get away, lucky me, and slowly, slowly peel off the swarm one at a time (no missiles left), probably should have kept the EMP Flak onboard. Then slowly toasted each of the minelayers without hitting mines, then finally, peel off the final 3 fighters around Whiskey Greel and bashed his frigate. Took an hour, I swear.

On, and this is with a Scarab using Mk5 defenses and Mk4 weapons (except 1 Mk 5 particle laser). Then I see the Mk6 weapons costs... That's like cost of a ship! Sheesh. Just put in a Mk 5 mining laser too. It'll be slow upgrading all weapons to Mk5...
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Re: [Spaceship RPG] Rebel Galaxy

Post by Paingod » Fri Jan 20, 2017 1:05 pm

That's why I abandoned my run through and moved on to X3:AP. I rebuilt my install and my last save from 2 years ago is there. Jumped back into 9 Universe Traders, 2 functioning bases, the Player Base, a host of ships, and $60m in hand. Running combat missions against fighter swarms just seems like more fun in 3D space. :D
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Re: [Spaceship RPG] Rebel Galaxy

Post by Kasey Chang » Fri Jan 20, 2017 11:29 pm

I have the X3 superbox but somehow could never quite get into it. I may have to give it a go again.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Kasey Chang » Sat Jan 21, 2017 3:43 am

Got 6 of 9 weapons on my Scarab to Mk5. What remained is Secondary battery (mk4 HS missiles), and 1 mk4 particle laser and 1 mk4 mining laser. My loadout is Mk5 neutron beam for primary broadside, and 4 particle lasers + 3 mining lasers. Seems to work reasonably well against fighters and bombers as long as I don't let them get too close, but I had to run away from dreadnoughts and cruisers, and those are increasingly bothersome. Some of them are as fast as I am even in a scarab, which means I can't hit them on the same shield and burn through that way. I take down one side, then he started turning the other way.

Is there "point-defense" in this game? Can I dedicate turrets to just shoot down enemy missiles? Or is deflector used for that?

Most interesting mission so far: Bust those organ harvester towers. I found a station that'll take those organs, and I can salvage like 16-21 of live organs on these missions. At 2500 each (or so) I make extra 400k plus the contract fee which is usually 300k or so. And the escorts aren't that difficult to get rid of.

It's those dreadnoughts that are giving me problems. I can't seem to kill them without killing myself and my merc. They have too much armor and shields and/or regenerate too quickly and I had to turn away.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Sat Jan 21, 2017 4:02 am

I always used Ion Turrets or whatever turret it is that disables fighters.. All fighters would end up floating powerless for easy kills.

I love my Viridian beams.

As for turret settings yeah you can change them to target many different things....just not incoming missiles I dont think. Settings are under the ESC menu. Hit esc then go to tactical and its under there.

Theres a downside to settings for turrets though. They wont fire at anything other than what you set them to. So if you set them to fighters thats all they will target. Even if there are no fighters around at all but other stuff in range they just wont shoot it.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Kasey Chang » Sat Jan 21, 2017 11:46 am

I am wondering if I should try to trade in my Scarab for the Mercs only Sturville. Sturville has 5 instead of 7 turrets, but double the broadside. But that means taking more Merc contracts. I'm Rank 10 with Citizens and Rank 9 with Militia, but my Merc and Merch guild rankings are just 1. Need to find a Merc Guild Station.

EDIT: Finished the main campaign. Killed the Viriex Superdreadnought basically by myself, no cheating, but sort of an exploit.

Due to the way the ship is structured, there is an area near the nose that it cannot shoot at except missiles. So I basically rammed it, got kinda stuck there grinding against the other ship, and kept shooting broadside from that angle without taking hits from the lasers, and I have deflectors for the missiles it launched. (The Militia Support and Dreadstar are worthless). Took a couple minutes for that's it. Killed just about everything else by myself.

Ending craft: Scarab, Mk6 primary neutron beam, and secondary Mk6 HS missile, mk5 all turrets. (4 particle laser and 3 mining laser). Mk6 armor, mk5 shields and deflectors.

Now I guess that leaves me doing the pirate thing, get neutral with Red whatever, and make enough money to buy destroyer / cruiser / dreadnought.

EDIT: Made 5 mil, trying to debate to upgrade the ship (say, a destroyer) or buy a Mk6 laser. Meh. Making money doesn't get any easier with the big ships.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Kasey Chang » Mon Jan 23, 2017 4:16 am

Problem with endgame dreadnoughts is I can't kill them with a frigate, at least not with my normal weapons of neutron beam, HS missiles, and mix of particle/mining lasers. I tried it for 5 minutes, can't even get through the shields.

Which is when I found the "antimatter probe" weapon, at an Outsider station. It has a HUGE range (30000 k) and does 3000+ damage to shields only. The problem is it can only fire once every 48 seconds. So what's my solution? My capship killer loadout (now in a destroyer) is Neutron beam, Magna Mines, 2 antimatter probes, and the rest, as many mk6 particle lasers as possible.

Make sure the antimatter probe is set to capship only, and the other to manual. Make sure it's charged (i.e. don't warp off just yet), then warp off.

If I'm up against anything small, and my destroyer can destroy anything up to a cruiser, I'll let that charge off, then charge in with lasers and broadside and it'll be dead in seconds.

If I need to go after a dreadnought, I fire off the charge, then switch the other turret to capship and fire that off automatically too. Then ramming speed! And keep popping magna mines until the shields go down, then broadside and lasers will chew it up from beyond its own weapons. Just earned my first million dollar mission pay this way.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Paingod » Mon Jan 23, 2017 9:57 am

Kasey Chang wrote:I have the X3 superbox but somehow could never quite get into it. I may have to give it a go again.
It needs to be modded, and that adds a lot more to the game. I don't think I'd find it as much fun without them. I'd have to gather up my list, but it's not long and I added things like more capture options (boarding transporters), more capturable ships (fighter pilots eject easier), trade and scavenger utilities, station management utilities, and more combat/trade missions for higher levels that include larger ships (which make great targets for capture!).

I don't want to clutter the Rebel Galaxy thread too much with it, so I'll spoiler my continued thoughts on X3.
Spoiler:
It can be a remarkably hard game to get into, and has a pretty clunky UI - but I can't honestly think of an easy way to combine first-person ship combat with empire management that isn't clunky.
  • Try starting in the campaign first as it's the only tutorial you'll ever see. A sandbox (non-campaign) game lets you get into the game under a number of different scenarios with different faction perks and equipment to begin with.
  • You'll first need to learn how to fly, which requires half the keyboard by itself. I prefer to use WASD as directional (strafing) thrusters, and hold Mouse 1 to steer the ship. Mouse 2 fires weapons. "L" launches missiles.
  • Adding different software techs to your ship adds more options, like auto-aim assist, auto-docking, time warp (speed increase), and other things. These expand your menu choices and keyboard shortcuts to access them.
  • Getting a second ship with a trade extension is a game changer. Suddenly you can focus on combat missions while directing the trade ship to make money for you on the side.
  • Expanding your fleet makes more money faster, but requires more management.
  • With the right outfitting, you can create automated traders that cover a sector and then eventually any known sector in the universe - acting on your behalf in trade. Unfortunately, more than 10 of these at once saturates the universal market by balancing them too much.
  • If that wasn't enough, you probably have enough capital to buy your own station. Awesome! With the right techs and planning, you can assign trade ships to act for it and make even more money.
  • Eventually, you'll be able to build self-sustaining complexes. By now, you're probably also flying a corvette and have a number of fighters with you as wingmen or reserves.
  • At some point, you'll be able to produce your own ships (player factory) where you can break down and research other ships and then make them yourself.
  • It just keeps going, really.
  • Memorizing keyboard shortcuts makes life much easier and faster. For example, instead of clicking on my ship icon, then my landed ships (in my ship's hangar), and then the ship I want to look at - I press Y-L-Down (select)-Enter. Almost everything has a keyboard shortcut, making a lot of tasks faster.
  • One thing I completely avoid is the Stock Market. It's basically a printing press for money. No missions, no skills, no trade required. I found that using it cheapened everything I did and I was less attached to anything - I was doing things like buying heavy fighters in bulk and sending them to their deaths without a care.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Kasey Chang » Mon Jan 23, 2017 5:11 pm

Interesting, as each antimatter turret only seems to have 3 or 4 charges. With Mk6 lasers (half particle and half mining), six turrets shreds almost any fighters and bombers that come close. The remaining two turrets gets the antimatter turrets. One is set on "lock only", the other on manual. Once you fire them all, you have to reload at a base even though it's free.

Fly into threat, pick the target. If there's a big ship I need to kill, or there's someone threatening the ship I was escorting, lock on to the target and vroom! off goes the charge and kaboom! Then it's turrets and broadside as that guy can't possibly have any shields left. Kaboom goes the ship. If there's another ship, manual targeting! Repeat. Dreadnought may require two charges together.

Right now just did a mission that paid 2 mil. With a few more missions, I got the 50 mil benchmark. But my kill counters appear to have lost sync. Oh well, guess I'm not getting those. :-P That's about it for this game.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Paingod » Wed Jan 25, 2017 10:20 am

Kasey Chang wrote:Once you fire them all, you have to reload at a base even though it's free.
Antimatter must be some kind of industrial waste. Why else would it be free? I never tried these out. I kept going back to having a lot of long-range lasers and long-range broadsides with Flak for fighters. I also used lighter, faster ships and hated getting hit. I wonder how the game changes when you're in a super-massive ship with super-massive big guns :D
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Re: [Spaceship RPG] Rebel Galaxy

Post by Kasey Chang » Wed Jan 25, 2017 12:22 pm

Turns out it wasn't free. It's 10K per shot, 6 charges.

The destroyer was a bit ponderous but now with antimatter probe I can kill dreadnoughts with almost zero problems. My Mk6 HS launcher has lots and lots of shots. I probably wouldn't bother to buy a dreadnought.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Rumpy » Thu Jan 26, 2017 3:32 pm

Been playing this one and loving it. The soundtrack is also quite good. In fact, I thought I heard a favourite band of mine in there, but it only turned out they were very similar in style. If a sequel is ever made, they should get in touch with these guys:

Wide Mouth Mason - King of Poison
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Re: [Spaceship RPG] Rebel Galaxy

Post by Kasey Chang » Sat Jan 28, 2017 2:00 pm

Bought the simple dreadnought, then the improved dreadnought. That improved broadside sure kills enemy ships dead. What used to take several salvos like takes like... 1 or 2. Didn't find enough Mk6 lasers to fit every turret, so some had to stay as Mk5 for now. I think I'm officially done, the game's getting boring.

* Finding Pirate Lords to kill was a PITA. I only got 4 so far.
* Shooting down torpedoes appears to be only possible with flak guns, and only accidentally?
* Don't want to pirate, or pirate enough to make friends with the Red Devils.

I kill enemies so far from range so far I can't even be damaged nowadays, even against another dreadnought. With 25% range extender and 25% faster recharger, plus antimatter probe, everybody dies in a salvo or two, even fighter swarms.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Kasey Chang » Sun Jan 29, 2017 4:36 pm

Replaced 3 turrets with flak, STILL didn't get a SINGLE torpedo kill. Got one merchant to drop his cargo for me. Meh. Did a mission that gained me some points with Red Devils, but those are kinda hard to find. I think I need to find a base, replace HALF the turrets with flak mk5, then basically sit there out of range and blast every missile that comes.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Sun Jan 29, 2017 4:43 pm

Finding Pirate Lords to kill was a PITA. I only got 4 so far.
I could find them but catching them was damn impossible. Took a while to chase them down..even with time sped up.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Kasey Chang » Sun Feb 05, 2017 2:05 pm

I finally caught 20, then sudden came 21. I let him go. I got all except the hidden achievement and the mining achievement.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Kasey Chang » Mon Feb 06, 2017 2:06 am

Finally, all accomplishments achieved. Even mined the 50 asteroids.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Rumpy » Tue Feb 14, 2017 11:54 pm

I find that the game has interesting dynamics going on. I just yielded my most profitable job on a low-risk mission. I like doing Dead Drops because there's almost no chance of anything bad going on when it's at low-risk and they almost always lead you to asteroid fields where there's a chance of finding something good. This one in particular was for 300k. On top of that, while fending off some baddies, noticed some face of gozu, one of the better commodities in the game. Decided to mine a bit after that and ended up with 9 of them at roughly 98k each.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Moliere » Fri Oct 13, 2017 1:36 pm

I'm about 20 hours into this game and I recently purchased my 3rd ship. Question: if I have a ship with a bunch of upgrades and then I buy another ship what happens to those upgrades? Are they put into the Hold of the new ship, installed on the new ship, or lost? I have been going through the effort of selling all my upgrades on the old ship before I buy the new ship because I didn't want to lose them.
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Re: [Spaceship RPG] Rebel Galaxy

Post by KDH » Fri Oct 13, 2017 2:24 pm

Moliere wrote: ... what happens to those upgrades?

They are transferred over, installed when possible, stored when not .. you lose nothing

Equipment doesn't use your cargo hold, it's unlimited
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Ain't nobody got time for that
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Re: [Spaceship RPG] Rebel Galaxy

Post by Paingod » Fri Oct 13, 2017 2:34 pm

You don't even lose the value of your ship, IIRC. Everything in that game is cumulative.

If you spend $10,000,000 on equipment, you'll get a $10,000,000 refund if you sell it back or upgrade it. There is no backwards financial movement possible.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Moliere » Fri Oct 13, 2017 3:43 pm

Thanks. That will save me some time when I figure out my new ships.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Sun Mar 25, 2018 4:05 am

I dont know how I used to play this. I reinstalled thinking it would be something...anything...to play Id like. But trying to rebind keys is a PITA. I cant get anything but left and right to bind right. I use numpad zero for ALL sprint and boost but in here I cant seem to rebind it at all. I played this game before and got a good ways into it. How though I have no clue. I cannot and will not use WASD but it seems the entire rest of the keyset is built around me using that. Ill try again later to rebind it all. If not Ill simply delete it again like Ive done with at least 22 other games the last couple weeks.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk » Sun Mar 25, 2018 4:22 am

Maybe I used a controller .Will go back over this thread and see. Would prefer KB/M.

EDIT: After reading this thread while doing other things in the home I find that after 2 1/2 hours or reading that yes I did use a controller.
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Re: [Spaceship RPG] Rebel Galaxy

Post by killbot737 » Sun Mar 25, 2018 10:15 am

I've mostly given up ranting about bullshit key rebinding (I'm a lefty who uses numpad for everything).
This is my console port gaming friend.

I'll even get you started, this is a typical setup. You can put as many games in the default script as you want. Key1::Key2 means when I press key 1, send key 2 to the named program.

#IfWinActive ahk_exe RoadRedemption.exe
NumpadEnter::Enter
Numpad0::Space
NumpadIns::Space //Numpad0
#IfWinActive
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