Levelling Up From CAPTAIN to COMMODORE!
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- Опубликовано: 21 авг 2024
- Ever wanted to manage your own starship? How about building and upgrading it too? And what about more than one ship, your own fleet even? Cosmoteer has it all and more!
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#LetsPlay #Cosmoteer #EarlyAccess
Cosmoteer Playlist: • Let's Play: Cosmoteer ...
Cosmoteer on Steam: store.steampow...
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3rd party music attribution:
Music from filmmusic.io
By Kevin Macleod (incompetech.com)
License: CC BY (creativecommons...)
End screen background music - "Frost Waltz"
End screen & character art:
Jackie Musto - www.kayandp.com/
Thank you for all the lovely comments regarding the unscheduled vet visit yesterday that pushed this video back a day, hope the wait was worth it!!
Waiting for fur friends trumps keeping us happy Aavak! Still glad to hear things are good. dprPAW
You should save your ships and test things in creative
No worries, glad the furries are fine. Also... like this series so far. :-3
Thank you! I just found you channel and waited for next vid! ❤
I mean channel mascot or not our animals are family and family doesn't let family suffer when you can help it. Also I think we have a pretty positive community even despite the fact that dark aavak is a bit of a fan favorite...he's not that evil usually...at worst he's a bit rude and likes mystery meat...
For the most Dapper of Dragons, there is a way to name your crew, if you click crew management and then roster you can then right click a crew member, through this you can customise them, which includes changing their names
Dapper 1.1…
Dapper 2.6…
Dapper 1.3…
Please don’t do this…
Haha, thanks for the shoutout! In terms of Industry, I've got some non-spoilery tips for things the game doesn't really communicate:
1. There's a kind of tech tree in terms of building industry, try to build factories in the wrong order and you'll find it costing you hundreds of thousands more than it otherwise could.
2. The while dotted ring when fully zoomed out is actually the system's asteroid belt and it's exactly the right width for a sensor array to see the entire thing if you path along it.
3. There is actually a risk/reward mechanic for finding good amounts of rare materials in every system, but you'll have to experiment to figure out where and what it is and how to even accomplish grabbing everything.
4. (Personal gripe): Steel is cheap and the refinery is huge, so you can save a lot of fuss by skipping it and starting with the Coil Factory instead.
Thanks for all of these tips :D
Yeah, steel is also very abundant thanks to the graveyards and pirates, heh. That's some amazing advice you've given, btw.
wow i had no idea there were asteroid belts in systems, thanks
20:09 When using the salvage command, the game will mark free floating items that it can be used on with three light grey chevron looking symbols. Thus, when you only have processors set to be salvaged, you can see that there was in fact a processor sort of between your map marker and the other wreck.
P.S. you did in fact pronounce my name correctly 🙂
P.P.S. The pirate base missions will be really good for getting your fame up and, if you are careful with your approach, are easily doable with a much less capable ship than DPR-1. And speaking of careful approaches, you may wish to slow down before getting in range of enemies as you seem to be flying into their weapon range because of how fast you are moving towards them when you engage.
I was hoping that the engagement range default would take into account that I should start breaking ahead of time, looks like it isn't quite that fancy XD
@@Aavak It does, but it does so primarily based on your own position, regardless of enemy speed and vector; thus, it takes some time to auto-correct back to position, assuming you out-speed them.
Aavak, You should take the destroy pirate base missions. There isn't a timer to complete them and then you dont need to fly back to the stations to accept them. Also with your current ship you can definitely destroy the pirate bases. The laser prism will out range the guns of the base.
Will do!
As a tip for when you get into the factories: each factory touching adds +25% (additive) production speed so you'll want to build the ship large enough to fit all the factories closely connected. Best way to keep them efficient is to dedicate a storage bay for each raw ore and each output to create supply chains and keep the internal inventory of the factory clear. Also loving the series keep it up!
Fleet role idea: Suppose you had a heavily shielded tractor beam ship whose role was simply to anchor an enemy ship so that the gunships can approach from oblique angles and take out the command center, maximizing salvage. You could outfit it with flak batteries for defense, maybe give it a good all-round coat of armor. Could be a valuable addition to your fleet.
Really cool ship idea! I'll add it to the list :D
Loving the series!
Two things:
First, hopping to see the 2 additional disrupter beams added to the dapper one for even more of a mega beam!
Second, when you do get to a hyperdrive my argument would be for putting it in the freighter. It keeps making trips back and forth salvaging, selling and buying upgrades. Makes sense to start there in my opinion.
This is my favourite content to watch. I could never play the games as well as you Aavak, nor have I the patience for the building/painting bits.
I loved watching this. I learned so much for ship design. So much efficiency improved.
Loving the series. I was immediately hooked from your first episode and bought the game myself after the second. Some small tips for you Aavak!
Ion Cores: Turn your Ion Emitters to face each other, rather than into a crystal that directs into another crystal. This will half the number of crystals you need. As a tip when upgrading, beams should combine at a 2:1 ratio. 4 beams go into 2, 2 goes into 1
Operators: Having Crew roles exclusively set as Operators (0 in everything, 10 in Fire Extinguisher, 9 in Operate [Right click, set all Operate Priorities to 9]) will allow you to exactly manage the amount of crew you need for those systems, as that remains unchanging so long as you aren't turning components off and on. Furthermore, once an Operator gets to its system, they won't move again - your Operator crew compartments should be the ones furthest from anything that needs interaction (compartively, Supply crew should be as close as possible to say, Reactors, although not taking up an adjacecent location unless it's unused)
Doors: Doors spread fire and are expensive, but they're kind of necessary. So this makes optimal placement of them important. There's a setting you can turn on that stops automatic placement, and from there you can manually place your doors in better positions.
Examples:
-No doors on Thrusters connected to an Engine Room - Thrusters are powered off the main room, they don't need their own door. Fires have a chance of occuring when a room is hit by a cannon. If your engines are being hit you're already in trouble. In most cases, the engine will blow up before fire takes it down
-Storage Rooms - Storage rooms, as long as you haven't started using Factories, are only ever accessed through space (unless you're ejecting material - transferring is done through space though). You can close them all off. This also allows you to compact them heavily, as you don't need corridors or doorways leading to any of them
Storage Barge: If your storage barge is in a fight, it's going to lose - always keep it well back from combat. A ring of armour isn't the worst, and will protect it from stray shots, although it will slow it down.
Upgrading to a Mining Barge: Mining Barges are your first steps into Industry. Just stick some mining lasers on your storage barge. Early on, it's worth mining Uranium, Gold, Carbon, and Tritanium, even if you aren't refining them. Once you have factories, Copper is also useful (Coil->Hypercoil). Don't waste your time with Iron or Hyperium, and Sulfur is only for when you start making your own ammo - personally I find ammo tedious in Career mode and stick to Energy Weapons
Multiple Ships: Ships moving in Formation match speed. Your barge can afford to be a lot slower than your combat ship. I believe it's a double right click to ignore this function, or you can command them individually.
One thing I've noticed with the crew, is some stations don't actually care how close the crew bunk is.
In particular, if you have a role set to primarily keep the command module and weapons active, they will only leave for higher priority tasks, or if their station shuts down. (Which is running out of power/ammo, or possibly disabled). So, if your command bunk is on the remote end of the ship... there is the initial crew hire that they go to the bunk, then they go to work... once at the station, they stay there (baring a reason to leave).
On the other hand, having battery crew near sources (reactors or capacitors) is needed since when everything is full they head back to their cabin... so the shorter distance to get back to work, the better.
Same goes for salvage and mining crew... the closer the bunk to the hatch, the quicker they get out of the ship (if you want them being swift to that).
Note : While there is RP reasons to consider breaks... I haven't noticed a mechanic for that. Crew will spend the rest of their life in a station if it is their highest priority job and the module they work in doesn't get moved. So, pilots and gunners rarely leave the location... and you only need exactly enough to fill the positions. (Unless you lose some, but if you lose crew then you probably lost the module they worked in anyway... and possibly the whole ship.)
Thank you so much for this tip, it's a fantastic observation. And while I kinda suspected 'breaks' weren't a thing, I think a part of me can't help but champion worker's rights to a certain degree, even if the worker in question is made of pixels not flesh and blood XD So from an RP perspective, I'll likely always aim to have at least one 'off duty' crewman in each of the specialised roles, but I hadn't considered the way this impacts the position of bunks at all! I'll look into shuffling them around a bit in the next (after today... so episode err, 6?) video I record :D
Aavak, first of all im loving this series as i love nearly all your series
but do not tempt me with more from the depths gameplay XD
its honestly the series that introduced me to your channel and one of the games i largely associate with you
Love the blend of fleet and industry, really enjoying seeing the Dapper Fleet take shape!
Absolutely love your paint jobs recently, the industrial look of the hauler ship in the thumbnail is great. A little tip, there is a setting that allows you to position ships relative to others, allowing you to aim along the sides and follow it's rotation without needing to constantly adjust if you intend to strike an enemy from it's side. I believe it's in the game's settings somewhere, though I can't recall exactly where. Great series, super entertaining! A fun task going forwards may be making your own station of sorts, an immobile bay filled with storage and ports to "dock" in to for transferring crew and resources, building a ship with your entire arsenal of materials within reach is really handy. I particularly enjoy making very specialized ships meant to work alongside the station, such as trade ships entirely focused on storage for trading with other stations, miners and scavengers with less storage but more crew and beams, and attack ships using kinetic projectiles which restock at the station. It can be nice to have a dedicated "industrial hub" for producing and refining resources, if you choose to include that in to a station. Far better than mixed purpose ships which need to handle many roles such as scavenging, storage, combat, and the likes. One of my favourite parts of making stations is arming them, for example loading an ammo manufacturing plant with missile bays and luring targets within range of the giant fortress for some additional explosive support.
That sounds really fun, though I do wonder how useful it would be given you'll inevitably move on to another system with time?
@@Aavak could be good for a central fortress if you choose to return to a system which you've fully explored and settled into, although you could give it capabilities to transit between systems as more of a mobile hub world your other ships could meet up at between missions on a system. Best case scenario I can think of would be making a "core" in the middle of the station to act as a sort of thruster block to give it very limited mobility so it can position itself next to an allied station so you can trade directly to it and accept missions, sort of parking it there until you're done with the system without intent of moving locally to use the extra space for storage and other things. You could probably set up two crew types, one for the station's "normal" operation with focus on refuelling and operating defences and handling resources, and another for when you intend to transit, with focus on fuelling and handling thrusters and simply switching the crew type when needed. It's all theoretical but with a setup like that in place and having other ships in a fleet formation to escort it while it moves you could very well crack down on the whole station aspect of it without needing to waste precious space on things like constantly managing power to thrusters and guns when you would ideally only need to run them rarely. Less of a mothership, more of a static base of operations with minimal movement capabilities and far more storage and sensor technology.
@@Aavak Correction: it would seem that you can't really leave ships behind from what I can tell, my bad. Probably best to make it capable of going between systems and making it act as a more long term base of operations for each system
Loving the series mate. Since moving off grid I have really been missing being able to play myself. Thanks for letting me live vicariously through your videos.
More than welcome mate :)
I massively overcrew my hauler/factory ship so I can easily afford to transfer crew to my main fighting ship when I inevitably lose some people from it without having to go back to a station. It also helps since it is also my mining ship, with three mining lasers, so it makes mining asteroids and the wrecks left by the combat ship much quicker.
started rewatching you after a long break and i am completely in love again with your video`s. i really missed your style and this game is amazing with how you present it.
it reminds me of how i started watching you and your robocraft campaigns
Wonderful to see you around again. This game certainly does scratch a similar creative itch to Robocraft :D
man i just rediscovered this channel, i have so much nostlagia from your factorio playthrough
I like the idea of having the DPR-3 to just be mining. I enjoyed the episode!
Really glad you enjoyed it :D
Yeeeeah... the suggested guides are completely over the top. The suggestions for ammo especially. My ship has one central Railgun, two deckguns behind loads of armor and two missile launchers at the sides of my ship. So yes, I need ammo, I have never run out of it until now and yet the suggestion still tells me my ammo count is... two out of seven? I still don't really know what that means. I have two ammo factories, one for normal ammo, one for HE missiles. So maybe it suggests that I have SEVEN FACTORIES? I have no idea, but with the way I built my storage, I have never and probably will never run out of ammo, so... what I'm trying to say, don't count on that.
ALSO: I never made new crew "roles", I only used the "order squads" feature, where you can assign specific bedrooms to certain tasks. I tried making new roles, but I sucked at it. So this works too! Also has the benefit of being able to reduce walking distance manually.
Glad to see you are enjoying the game so much!
If you want to know how to target specific areas from different ships, there’s the old trick from Cosmoteer “Classic”. Essentially you target an enemy ship, click on the thing you wanna target, like per usual.
However, you then click on the next enemy ship and then act like your trying to select multiple targets on the same vessel (usually it’s the right-click). This forces the game to shoot the first ship, THEN the next, then back to the ship you are currently targeting.
The freighter definitely needs a mining laser to salvage after the Dapper 1 crushes the opposition! It really salvages far, far, FAR more efficiently than even 20 crew working at once, it's rediculous. Do be warned that it eats through energy fairly quickly, so you do need a short trip to a reactor. Also, I'd definitely give the freighter at least another crew quarters for logistics, and upgrade to engine rooms with large thrusters as soon as possible. EDIT: positioning underneath the salvage with your cargo holds vastly increases efficiency in carrying it inside, rather than sitting outside the cloud of materials.
I really would recommend investing in minimal hyperdrive capability for each of your ships, because the amount of travel time it cuts down on is huge, and hyperium is so abundant as to be almost free. It's also a fantastic panic button for your non-combat ships, as long as you're able to start spinning it up the moment you recognize that there's a danger to them. With a ship as slow and fragile as the DPPR-2, jumping out of the combat theatre entirely is by far the safest thing they can do, though keep in mind that a ship cannot move or rotate when charging the hyperdrive. When using them for this purpose, try to keep them close to the reactor so that the amount of time they take to charge is minimized.
This is a fantastic suggestion, thanks :D
Having a hyperdrive is also just nice for not having to speed up and wait while travelling, it's a sort of fast travel which is very convenient
If you move the Medium Reactors to the middle of the ship, enemies might begin prioritizing your weapons since they can't reach your reactors as easily. Might be a good idea to have one or two "bait" reactors near the front.
However, I believe it would be a good idea to switch the places of the gunnery crew with the reactors and move the hatches to right next to the lower shields, on that piece of armor separating the shields and the people mover, that way your men will have to walk less when salvaging since the storage is down there too.
Finally, the idea of placing a small reactor in place of that central storage unit to power both the command post and sensor array is a magnificent idea, as it would cut down on travel time between the capicitors and the two buildings. When you were going to place the doors I noticed that the Command Post and the Sensor Array both can have side entrances, therefore, if you recess it slightly you can probably connect the three directly with ease while ensuring that people have to move in the reactor room proper as little as possible, thus potentially improving efficiency further.
I am absolutely loving this series, thank you so much for it!
You've more than welcome, and thank you very much for such a helpful comment :)
@@Aavak A couple addendums to what they said is that you might want to move the forward shields one tile to the front and to the outside each, so that they still overlap but not quite as much, and also so that there's more space between the shield and the armor, as any cannon projectile that hits will still penetrate somewhat but at reduced damage, and disruptor fire that also penetrates shields weakens more over distance between shield and hull, rather than having it pressed against your armor (basically think of the distance behind a shield to the armor as being an exponentially longer distance added between you and the attack, with all shield-penetrating attacks that we've seen so far, anyways, having falloff). This would also allow for some smaller reactors to power all the forward arrays while acting as bait for enemy targeting as they mentioned, and also for gunnery to be localized better to those forward arrays rather than on standby at midship, but unless you flip the ion chambers and prisms so that they're adjacent to the medium reactors and aiming downward at an angle to the central prism rather than upwards, I think the power drain might be a bit much for smaller reactors; worth experimenting with (one small reactor can with staff travelling three tiles, just barely keep up with two mining lasers, and nothing else, as a comparison).
One thing I've noticed is that it is better to use multiple smaller thrusters for use in turning. The larger the thruster the longer it takes to get to full burn. So it is better to use multiple smaller size thrusters to get faster turning as compared to using single larger thrusters even though they put out more thrust. I have been using the standard thrusters for this as they only have a 1 second burn time as compared to the large or huge which have 2 sec and 4 sec burn up times.
This is a very good point, something I was aware of but hadn't really thought about in regards to how it affects the ship in a practical sense (that is, I knew a large thrusters would take an age to spool up and might never hit top speed on short trips, but hadn't really considered that in regards to turning thrusters!)
@@Aavak It probably doesn't matter so much once you get to the larger behemoth size ships but for smaller ships, especially when using the ion beam or railgun it seems easier to stay on target using the smaller thrusters as they can adjust to positional changes quicker. I haven't made any really large ships yet but I would assume once you get above a certain size the fighting turns into more of a damage tanking style of fight.
Instead of Having a massive dedicated hauler ship, maybe you could make a station with massive storage and some industry with a few static turrets. that way you could have a smaller cargo ship to haul loot back to your station to build with later.
I really hadn't considered a station build, but this is a fun idea.
This game gives me Eve online vibes. I love it, can’t wait to see how it grows and evolves through early access
"Screwing in screws is undeniably easier with a screwdriver than just bashing it in with a hammer as much as the latter is quite fun to do" is my new fav phrase
Nice work. A few tips of my own.
Ion beams have a thinner damage box than they look. You can close up the gaps between the lenses with more armor without fear of self-damage because the internal lenses do not move at all, only the final one. I've seen some ships with Ion Arrays featuring tiny slivers of open space for their internal lenses.
If I recall correctly... conveyors only affect crew going forward (bonus) and backward (penalty), with lateral/perpendicular movement being unaffected. As such, those gaps in the conveyors for adjacent rooms only slow them down.
Minimize doors. Fire spreads between rooms through doors, based on probability. More doors multiples this probability. Also, they rack up in costs very deceptively fast.
Weave your armor. 1x2 blocks have twice the health of a single block for the same height. Arrange them in a brick pattern (don't stack them like coins). Doing so will force the enemy to have to pour more than twice the firepower in the same local area just to achieve the same amount of overall penetration.
I had another viewer give me a rather in depth looking breakdown of conveyors, that stated that moving laterally across them incurs a 25% debuff to speed (so half the debuff from walking through a room)
I covered armour weaving (specifically used the brick laying analogy too xD) in the last video, glad it seems I was on the right path with that :)
Finally, thanks for the tip on doors, I have been trying to minimise the use of doors simply for efficiency where I can, but I didn't know that fire propagation was a chance based on the number of doors. That's very useful to know :)
@@Aavak Huh, I didn't know about that speed debuff. I stand corrected.
Must've missed you already covering armor weaving. Good work! I've seen people, even RUclipsrs, make their ships mostly out of 1x1s and get slaughtered.
The probability itself isn't explicitly multiplied like ((1+base_probability)number_of_doors)) so much as there is a base chance and the more doors there are the more times you "roll that dice", thus increasing the odds it spreads. There is a video by a RUclipsr called "Winterwisp" that demonstrated it with a massive block of rooms that had minimum doors for room access and one with doors on every wall. The all-doors one burned down completely every time; every room popping like popcorn kernels until he was left with an empty box of armor. The minimum doors one sustained significant damage but most of it remained unscathed.
Loving this... I'd suggest a combined mining/factory ship to add to the fleet (when it's not actively mining it can process the stuff), leave the freighter as pure storage - maybe buff the crew complement for transfer/salvage work, and of course DPR1 needs to remain at the top of it's combat game with the long range ions.
A mining/factory ship would be a great idea for a third ship, but the freighter definitely needs a mining laser for salvaging (it's needed for mining hard rock in asteroids too, but it's so immensely helpful as a salvaging tool, far more than more crew manually salvaging) and more crew complement to load/unload, until he gets a tractor beam IF it works to grab cargo, not just enemy ships (I don't have it myself yet).
I think you for this episode. It's been a very pleasant game to watch and with the passing of an old friend I got a small smile seeing this in my box. Also a very glorious sip of tea to the health of the floppy babies!
2:00 You can use a pocket knife for a lot of things, so a lot of people carry them as a utility tool. You could ‘use’ it as a screwdriver, but not as easily as a screwdriver; and you could ‘use’ it to kill a rabbit, but not as easily as a hunting knife.
Interesting designs! I've had so much fun designing ships in the demo
Your Cosmoteer series gained you another subscriber!
Really enjoyed seeing how specialising your ships and crew changes things!
It's totally a game changer!
That freighter totally looks like the buffalo from Starsector!
Holy, an Aavak video, Its been years since the old Robocraft videos, good to see your still at it :)
Cheers :)
I love the idea of starting out as a lone mercenary and before long you have an entire mercenary crew with multiple mining guilds, bounty guilds, and transport guilds
19:04 I took one of these ships and elongated the nose to be between 2 shields I put on the sides with 2 heavy ion cannons, I named it PikeNose
From the Depths, YES! So much complexity and involvement in that game. I love it and have weeks developing just a single weapon system. But, who hasn't? Heh.
I hereby petition to rename the supply ship as a Barge and name it Elde. I'll just Rythmn of the Night right on out of here (even if you're probably not old enough to remember that song). :p I really do enjoy this series.
As it currently stands, you have more than enough reactor power on the Dapper 1.
You only need to make the supply more efficient.
Until the reactors get the "Out of Power" icon, they are good and you don't need more reactors.
That's also the advice of "Oneye".
I would suggest you check out his tutorial and explanation if you need. It will help you make the most from your ship without buying more reactors, and with the current amount of people, if not less.
Aavak, I watch your videos mostly with the intention of enjoying the games I don't have the time or attention to be able to play... But I usually end up buying the game anyway! I just bought this one and I'm looking forward to playing it tonight. Thank you for taking the time to be so dapper!
I really hope you enjoy the game as much as I am :D
Glutton Class Heavy Cargo Hauler. Could name this one the Kirby, given that it’s going to eat everything.
Aavak... Your crew don't take breaks. You only need enough crew to fill all the operation posts. Be sure to set thier work priorities to 10 on operations and everything else to something less. You can then use the rest of your crew for labor jobs.
Hmm, I've noticed crew seem to hop between rooms now and then so I assumed they were taking some sort of break, but thanks for the clarification :)
That would be due to either a priority conflict or not enough crew to do all the work. But if you make a "control" group with just enough crew for your ship operation posts and set them to do nothing else you will never need to worry about them un-manning your guns and control room again.
One thing i learn about homeworld 1 and Dead space 1, is that as a engineer or builder, your best friend isn't a gun but a tool.
So my plan was send my destroyer to cripple a ship weapons first and send 1 or 2 Mining ships with a pair of mining lasers and start cannibalize their hull till i reach their reactor or control room, if they tried to run, used tractor beam or mining away their thrusters.
liking this series. I enjoy these much more than the afterhours streams, but seems more work/effort on your part. Thanks for keeping these coming.
1:30
Oh I would absolutely love it if you returned to from the depths one day. A lot has changed these past 6 years!
This is such a wonderful game! I really enjoy the planning and building especially when there are shenanigans involved ;)
Also just a thought, but maybe adding one acceptably strong weapon on the front of the Cargo ship would really help if it does get into a fight? Maybe a mining laser as it would be useful both for actual mining and in a worst case combat scenario.
PS. I would absolutely love to see some of the mining and industry parts of the game :)
Working on it for the next video, I think you'll enjoy it!
The Ships' prefix should totally be Dapper Ship, or DPS for short.
The ship is starting to look more and more like scarab beetle
Just got home and went to bed to relax before sleep and the Dragon Aavak have uploaded a new video. Splendid timing!
Pleasant dreams :)
I think a mining laser would be a great addition to the Dapper-2. Either that or have the Dapper-3 be the factory ship with the mining laser (so it can grab the raw materials) and transfer the finished products to the Dapper-2 for storage.
Got reccomended this video because "quill18 viewers watch this channel"
Excellent work youtube algorithm! New channel to binge!
AND he listens to and shouts out his helpful commenters? hell yeah.
Welcome to the channel! :)
Only just watching the series now, and am loving it. Did not expect it would be something I would love the look of, and may be getting it myself. I'd love to see, if it's even possible, a carrier craft ship that could harbor other ships on route from place to place. Doubt it is, given how things look space wise for ships. I look forward to more though.
Nice, fun, and chill series to relax to.
Glad to be of service :D
Just a thought. For specialized crew (running the cockpit/bridge/whatever, and running enginnering stations, running scanners), you might consider putting the crew quarters literally next to them with a doorway directly between them if possible. This would reduce the time it takes them to get to their primary job at the expense of making them take longer to get to other jobs. (Not sure this can work, don't have the game myself to try it.)
I am so glad I ran into your channel. I have been waiting for a game like this. Didn't know it existed thank you for the information and content
I just sat down to lunch and I see an Aavak vid uploaded 4 mins ago. Could not have asked for more perfect timing on that.
You're quite welcome :D
Something to add to power management is load balancing. The reactors should be close to the engines which needs to run the whole time, as compared to the weapons which only need to run during combat. This will reduce the length of loads
DPR-1 aka the Dapper Shark & DPR-2 aka the Dapper Whale
These videos are making for a great introduction to this game, since I can learn from the advice you get.
On the topic of crew, I noticed another streamer tried hailing some of the random (neutral) ships flying around the system, and they had the option to both trade with them and hire new crew members. Is it possible you might be able to pick up a few extra, low fame, people from passing ships?
Also, on the ship design side of things, do reactors and capacitors have the same explosion radiuses and are there reasons to specifically have the reactors at the front of the ship? Without much to base it on, it seems to me that you'd be better off reversing your current configuration, to make it harder for an enemy to hit one of your reactors, unless you're intentionally using them to distract from your firing crystal.
That's a very interesting idea, I'll try hailing random crew when I record the next video :)
As for reactors, I believe capacitors do not explode nearly as violently, and swapping them around is on the to-do list for the next redesign :D
Maybe swap the reactor and the capacitor for the dapper-2? The rear engines constantly use power, while the front ones do so only rarely, so having the regenerating supply in the back makes more sense.
Great minds think alike ;)
Damn, I thought you can only align prisms in 4 directions, didn't know you could "target" them at other prisms slightly shifted... now I can build my "diagonal" ship design with a central beam, thanks.
You're very welcome :)
yeah, on the DPR1 definitely move the reactors to mid, as for the DPR2 you can run it as a mining/industry ship and still perform hauler functions, my current ship is one of these with 30ish crew and im making massive bank off mining copper for hyper coils (it takes 2.5 copper for one so the profit margins are dope, youll need both a coil and a hypercoil factory, i suggest putting them together for the 25% boost)
I feel like you could easily replace that central storage between the bridge and scanner array with another ion beam to really beef up your damage. I also think you could move the rear point defense outward closer to the engines, move the storage bays outward a little or rotate them so they are vertical and make a corridor going down the center of the ship to the rear with another reactor to power the beam and top up the capacitors, bridge and scanner. Youd have to move one or 2 of the crew quarters but I think having that auxillary reactor in the center would be beneficial. Especially if the front 2 reactors get knocked out. And having the central beam would also still allow you to put down some damage if you ended up losing the side beams from the reactor explosions
Adding a third beam into the middle prism would only give about 56% of the damage of the third beam to the total, so I don't really think that it's all that worthwhile to do so, instead of simply putting a reactor there that feeds the cockpit and scanners instead. Remember that they can simply deposit directly above the cargo holds, so they don't really need efficient routes directly to them internally, either.
This game looks so fun I need it in my life
A mining laser would be useful for the freighter to turn it into more of a factory
I love these vids, in fact most of your stuff. Glad the ferrets are doing good, nothing worse then pet scares
I found myself checking a couple times a day to see if the next episode of this has come out
Next one's here at last, though it makes me happy to know you're that excited for them that you check often!
Huge thanks for all your amazing content. Loving this series and looking forward to more
You're more than welcome :D
Your Engineers should have the battery supplying for the Engineering station above all other supplying buildings. 6 through 9 would do here so that way, when the batteries run out, the 2 dedicated console workers will leave the station and re-supply the station right away. Also, careful with using 10 for the manning of the station because I'm pretty sure they wont extinguish fire if the room is set ablaze. pretty sure 10 should be reserved for cockpit, because you never want them to leave that post even if the room is burning... and extinguishers.
Make sure Shields have the higher supplying priority in your generic refuelers... and in the default redshirt.
Same deal for the capacitor, if that has lower supplying priority it will end up getting empty and the crew will deliver from the longer route generator.
Thanks for the suggestions :)
Two thumbs up! Great video. Thanks!
Processors will often drop from cockpits, so keeping an eye on where they are when they get disabled might help you weed out those items. I turned off picking up steel and coils so any thing i salvage should have atleast some hypercoils. Tri-Steel is also a big issue in my universe, none of the stations seem to stock it, even if i bring them tons of raw resource. I could manufacture the Tri-Steel myself, but i need more diamonds, so i need the diamond press, so i need Tri-Steel...
Oof, big ol circle of needs there XD
Since you can hyper jump to the space stations your freighter could just have a hyper jump engine you could fill it up and jump straight back
Skipped the building, combat, painting and designing, not sure what I'm watching any more. Really enjoyed the first 2 episodes.
I'm glad you enjoyed the first two videos, though sorry you're not as fond of the highlight style of editing in this one. I've tried to focus on the most relevant parts of the 4 or so hours of recording, while skipping the repetition, but it may take a bit of practice before I tune in to what people would prefer kept in versus cut out xD
I wonder if you could/should extend the Dapper 2 to have four more storage bays in the short term... then when you get more rep and can hire more crew build a second one with factory ship capabilities. Or IDK build a second freighter of the same design and then a completely different take for the factory ship.
I'd love to see you build up some support combat ships for the Dapper 1 too, especially when you get brave enough to take on pirate bases.
DPR-1 looks like Lexx... Very insect-y with the shields as eyes.
Wow, that's quite the reference!
Loving this series, hope it continues!
This series just keeps getting better and better!
Aavak! Where are the new episodes, damnit! Your content is extremely addictive and i cant wait to see more dapperness. Great work, thank you for the entertainment
On it's way, it'll go live at the usual time (so about 2 hours from now :))
Perhaps it'd be worth it to increase your default range now that your sensors can handle it? As I'm pretty sure that you're not using max range. And as mentioned by other people, your ship is capable enough to take out a base if you just out range it which I believe your ion is more than capable of doing. As for what to do next? I think a single mining laser on the DPR-2 would be handy, though a dedicated miner with multiple mining lasers would be amazing as well.
This episode has me wanting to try a squadron of smaller budget fighters...and also the freighter.I havent even bought this game yet and only watched this one series on it.
Definitely will be picking up this game at some point, Though Idk whenever I'd be getting around to playing
**energy management overlay is brought up** ... holy heck. D: ... This game has layers. Like a grumpy, scifi onion. :v
Yurp!
Moooaaaarrrr Storage space :U Quadruple Size!
ah the accidental 4 hour session is such a common thing with this game
Make sure you build a Hyper drive in DPR-2 you could just jump back to the stations and don't have to wait for it to slow boat there nor get attacked by random raiders.
I love this, I luv the commentary dear sir.
Love from Scotland
Many thanks! Love from Wales, via Scotland ^^
I really do love this game and series!
I am enjoying the vid. i do hope in future ships or designs you look at other weapon systems like the cannons, missles, or even that rail gun.
Loving the series!
hey Aavak! i'd love to see you stream this game! (or rather, see the vods on after hours since i never catch them D:) thanks for making great videos
Enjoying this content!
Is it just me, or does the DPR-01 look like some sort of insect? Maybe a fly, with the rear thrusters being wings and the forward shields being the edge of huge compound eyes?
A lot of viewers have suggested it looks a bit like a beetle or a scarab, and I can certainly see the resemblance.
love this type of content
Glad to offer it then :)
Nice work. 🙂
Dapper three construction and mining just get a defence platform and convert it.