How do newbies of Super Dimension Starship choose early rooms? There are various rooms in the game, and these rooms have different uses. Players have to upgrade these rooms according to the situation. The following is a detailed explanation of the early stage room for newbies in the super-dimensional starship. Come and take a look, friends.
[Unless you have extra space, throw it into the warehouse]
The mining room and oil production room only provide about 300 resources per hour in the early stage of the game, that is, 0.3k per hour. A normal player battle provides at least 1k to 10k resources. Instead of investing resources in upgrading this type of room, it is better to have a casual player versus player battle.
Of course, if you have extra space, you can place this type of room, otherwise you can just throw it into the warehouse. Very late in the game, small ships that specialize in extracting juice and making medicine will need this device, but that is only about level 11 ships, so I won’t go into details here.
[Low levels give less bonuses, consume electricity and take up space, throw them into the warehouse before level 10]
The function of the engine is to dodge the attacks of the opponent's missiles, black super weapons, pirate aircraft, and Firehawk aircraft. The facility relies heavily on room level and crew bonuses, and requires constant power. (If you want to dodge 100%, you need 2 full-level engines and fully charged + engineering personnel with a total of 200 projects.) In the early stage, there are basically no such threats and the enemy
When the missile room is slow to load for the same reason, the continuous power supply does not have much effect except taking up power and space.
Examples of top engineering people
[Offensive is only useful if you want to escape, and it is a probability of escape. If there is no space, you can throw it into the warehouse]
The bridge is useless when you are defending and during normal attacks. If you want to escape, the escape probability formula is (your escape value)/(your escape value + the enemy's escape value). The escape value depends on the bonus of the navigation crew. The ship's HP is low in the early stage, and the HP recovery speed is not slow. If it sinks, it will sink. It does not need the assistance of the bridge. There is room to carry it, but there is no room to throw it in the warehouse.
[The command room can be placed in the warehouse and the AI can operate normally. If there is not enough space, it is usually placed in the warehouse]
Level 4 ships will provide a command room to set up crew and room AI. The command room is in the warehouse, and the AI will also operate normally. So for players who are short of space, just throw it into the warehouse and take it out to set up the AI when needed.
Hangar: [Low level, low technology, needs the bonus of the navigator, consumes a lot of power, the plane flies slowly and the damage is low, there is no need to consider it before level 10 unless you compensate for the damage]
Air defense: [The opposite aircraft is slow to load and has low strength, throw it into the warehouse before level 10] This is also because in the early stage, the room level is low, the technology level is low, and the related threats are small, so it does not need to be placed on the ship to occupy space and power.
Radar: [The reason is similar to air defense, no need to consider it before level 10]