Although Starry Sky is fun, there are many puzzling aspects in the game. For example, it is not difficult to understand this guide for all-round transformation of starships. This guide is specifically for everyone. After explaining this, everyone will understand the solution after reading it.
Due to the engine limitations of the game, any movement of a spaceship module will cause all debris to be stored in the warehouse. Therefore, the ideas and recommendations in this guide are based on general water buckets. High-speed combat ships and super-heavy cargo ships are not included in this article for the time being. within the range.
It is recommended not to start from scratch on the Trailblazer when changing the ship in the early stage!
Getting a spaceship with a good foundation and improving on it is a good way to practice!
In terms of skills, priority is given to spaceship piloting. Getting the B photo as early as possible can handle most situations, and then getting the C photo around level 30.
The upgrade requirement of spacecraft kills can be quickly completed by constantly replaying the UC Vanguard test.
Starship design is not a very urgent skill. I am currently level 41 in 62 hours, and only two modules of Starship Design 4 are used in the entire ship.
If you like to join a gang, remember to use the target control skill, otherwise you will not be able to use accurate aiming to paralyze the opponent's spaceship in battle.
But the ones that should be obtained first in the game itself are security and jetpacks. Followed by weight, stealth, persuasion, oxygen
Module unlocking follows the player level, but it should be noted that the output power limit of early B-level reactors will cause low-level B-level ships to perform worse than high-level A-level ships. The same goes for C-level ships, so when you have just unlocked B-level ships, There is no need to deliberately pursue upgrades when modding.
Basically all the modules are unlocked when the player reaches around level 40, and then the numerical value increases.
Since the game does not need to allocate any power to the gravity generator during combat, the actual maximum power consumption of the spacecraft can be controlled to be about 8 to 10 times greater than the reactor output. To be more precise, the power consumption of all other modules except the gravity generator can be calculated sum.
It should be noted that the power limit of each system is 12, but the most restrictive thing is the upper limit of the number of thrusters you can use. If you use thrusters that consume 3 power, you can only stack 4.
Under the same weapon sequence, many weapons can be stacked, but I have not studied whether the weapons will operate beyond the upper limit of the weapon sequence. It is recommended to use the cap of 12 as the benchmark.
The output of the reactor determines the upper limit of your spaceship's ability. I am now level 41, and the maximum output power on hand is currently 34. In addition, the first skill in the last row of the technology talent tree can increase the reactor's ability value by another 5, but it is better than nothing.
Any B-level module requires a B-level reactor to provide power, but the output power of the low-level B-level reactor is actually not as good as the high-level A-level, so the overall capability of the early B-type will be lower than that of the later A-level. The same goes for C-level. I would recommend considering purchasing or modifying a C-level ship after level 40.
As much as possible, make sure there is a workshop and a laboratory/medical room on the ship, which can provide a research bench + all workbenches. If you want a 1x2 all-in-one kitchen. In the early stage, you can only bring the One True God: Huanyu 1x2 All-in-One, the only multi-functional cabin that provides a research platform.
The other cabins are mostly for decoration, because I prefer a little bit of realism, so I will stick to the 1x3 engineering cabin and the 1x2 captain's cabin.
The number of crew members in a spaceship is determined by three factors:
1. The number of passenger seats provided in the cockpit/cabin determines the maximum number of passengers.
2. The values filled in the spacecraft modules (reactors, shield generators, weapons) determine the final number of crew members.
3. The commander skill level at the end of the social skill tree determines how many team members you can actually lead.
To put it simply, the value provided by the cockpit/cabin and the value provided by the module are the minimum.
So when you install a control cabin or other cabins that provide crew positions, but there are still only 3 to 4 crew members, you can see if the reactor and shield are not strong enough, or you can stack more weapons, each +0.5 heads .
Just aim for 3 in the early stage, and the final goal is 8.
Because even if the number of crew members is met, the actual number of crew members that can be carried is actually determined by the commander's skills, which are not used at all in the early stage.
The laser is mainly used to break shields, live ammunition hits the hull, and the particles are balanced. If you like to join gangs, remember to bring electromagnetic weapons, which can quickly paralyze the opponent's engine.
This part is not difficult to understand. If you are not willing to match it, you can consider pure particle output, which has long distance and stable output.
Among the weapons, those with the turret suffix are all automatic turrets, which are suitable for placing in weapon sequence 2 to free up your hands.
Thinking about it in the early stage will be overwhelming, but in the later stage, you will have to consider the aesthetics after you have more choices.
When the mobility reaches 70+, it will feel less heavy in the hand. Just make sure it is above 65.
If you really want to recommend a product,
SAL's engine has the strongest power, and it's no problem to buy it without thinking at the same level.
Personally, I think around 2,000 is enough.
It should be noted that once any modifications are made to the ship, all miscellaneous decorations in the cabin will be stored in the cargo hold, so remember to sell them.
After a period of time, these daily necessities will be placed in the spacecraft again.
So if you like to decorate the spaceship yourself, please make sure you don’t change it first.
There are a total of five companies that provide shipbuilding in the game, namely Huanyu, Deimos, Sun Aviation, Straw, and Hope.
There are exclusive modules that can be purchased at their headquarters/shipyard, but the disadvantage is that they only sell their own products.
Huanyu, NASA punk style. Located in the solar system, the moon, but has been raided by space robbers! The location of the headquarters is unknown, but it is said to be on Titan.
Deimos, tough military style. Located in the solar system, Mars, Deimos Shipyard.
Sun Air, a sleek Japanese model, is characterized by a large turtle-head cockpit and all cabins are divided into upper, middle and lower models to meet the demand for a sleek shape. The shipyard was not found. The headquarters sales center is located in the Longshen Building in Neon City.
Straw, which focuses on high-tech flat design, is located in the Straw Shipyard in the Narion Galaxy. The headquarters is also located in Neon City.
Hope, with a rough and pure industrial style, is located in Hope Town, Porvoo Star, Varro Galaxy.
In addition, some friends may have visited Poseidon Shipyard, but it is probably a factory that only makes high-end cruise ships. I went there to see that the demo model uses modules from other companies, and it does not provide shipbuilding/sales services.
I recommend the following four ships, but I only recommend the Shieldbreaker.
Cool, pure combat, you can buy it from the ship dealer at Gagarin's landing site, its general use is poor, and the 470 warehouse is just a joke.
My personal recommendation is that you can buy it in Xinya. At about 280,000, the warehouse's mobile firepower has reached a relatively perfect balance. If you don't want to bother, it is a ship that can help you get through a full week of missions. It only needs a quick upgrade to complete the performance improvement. (Why is it so awesome? Because its engine is S!A!L!)
My favorite one in terms of appearance, it really has the feeling of a battleship, but the 1000 warehouse is not versatile enough, and the reactor is also very average. It is only recommended to change the reactor after level 40 to adjust the performance. Also located at Gagarin's landing site.
The standard Sun Air cylindrical ship can be purchased at the Dragon God Building in Neon City and the Sun Air headquarters. There is nothing to fault about its versatility. If you like this style, you can save money to get it.
That's about it, anyway, come and see my boat!
From the very beginning, the flatbread spaceship was transformed into a ship with a slightly more design sense.
The mobility has reached 68, 1x3 has a multi-in-one and engineering cabin, 2x2 has a combat platform and a confinement room, and 1x2 has a captain's cabin, armory, medical cabin and workshop. I won’t change it anymore, I really won’t change it anymore.