Starsector story points limit. The most important feature though is that it allows you to put permanent mods on your ships. Starsector story points limit

 
 The most important feature though is that it allows you to put permanent mods on your shipsStarsector story points limit  Programming wise this should be relatively easy quick fix while making player "know" what they're up to

The. 000 and a story point, the money option without story point costs x50 more, so it becomes 1000000. commands. 16 votes, 26 comments. Author Topic: Starsector 0. Pathers have no such time pressure (at least to any appreciable degree) and are free to watch and wait for opportune times. You can also use them in some quests to make things a little easier, but no. json, you can modify the colony stats there (assuming you play without mods that override these values), and set the maximum colony amount to something different (any. ; Ace Custom: The. How to escape without using story points. Just understand that if your pushing. I actually feel bad 4 the 4+ Heg fleets that try to run away. It's easy to make up a reason why SO can't be built in. the story point are kinda op for this current update, I hope they make the story point related like recovery for certain ship or adding permanent hull mod more expensive so you need more think and planing before using themIntroduction. Doing hard bounties with minimal losses can get you around 70% of a story point per fight, and S-modding ships gives you 50% bonus XP. Click on the star. Since radiant is 40 DP, it gets a CR penalty for being over the limit. If you have trouble not overloading yourself, think about what slots you can do without and put the points into capacitors or vents. Reverted numerous weapon balance changes. It's awesome; I'm not bashing it at all, but I would like to talk about that last bit - the war bit. AKA- do things that give you a lot of XP to get story points quickly (fight hard battles). Re: Increasing deployment points? « Reply #1 on: January 19, 2014, 12:09:49 PM ». Skill points stop, and story points maintain their growth rate. The actual size of the ships you have counts towards this (ie. – Added support for Bulk Transport (thanks to cman0014) – Updated default values in json (thanks to Satirical)You can find it in starsector-core, -> data, -> config. Use the fully-qualified name of your class (ex: data. I. 179 votes, 15 comments. 51K subscribers in the starsector community. Of note, AI Cores do not count to your maximum Officers Limit so you can have 8 (10) Officers + AI Cores But. Quote from: SCC on April 17, 2021, 06:18:27. Bitbucket. Currently in development, the game borrows many elements from nostalgic space sims such as Star Control I and II. Its pretty simple to modify the game files to allow infinite mods on a ship with story points. (300~500) 3. This video showcases my fleet that I use for general purposes. Go to starsector r/starsector. I have learned something new. So an action that gives 50% bonus xp will give you 500k, and one that gives 100% will give you an. Cuz that would put you at the limit. In the file will be a line called "playerMaxLevel" which you can edit to whatever, also under that line will be the settings for how many skill and story points you get per. 108 votes, 45 comments. The people you sell will be able to use the Blueprints themselves. In your screenshot you can see that the station has all 3 "bays" attached and active on it, which makes it much harder than if you had attacked it as soon as it spawned/the pather in your colony bar popped up (in where it would only have 1 bay out of 3 aka 33% of the firing. Key word being was. Go around them if you can't handle the damage. 95. " "maxIndustries": [1,1,1,2,3,3,4,4,4,4], ". For instance buying s-mods and colony improvements directly (with appropriate costs obviously) would massively reduce the pressure to grind story points in late game. Diplomacy events see faction relationships changing over time. everything else is still accurate. I've grown fond of this combat ring/star type of abomination. You will deploy less and less of your fleet as the game goes on. Are you getting any story points when leveling? Story point experience is tracked strangely so if you lowered your character's level to get more skillpoints, you might not get any story points for reobtaining those levels. Valor barely has any worldbuilding, sadly) Last edited by mahu;. So it might say you can deploy 300 points of ships and they can deploy 200 points of ships if you have numerical superiority with a point. With games launching every day, both triple-A full releases and early access concepts, with Kickstarters to keep track of and various news flooding RSS feeds, it takes a lot for a game nowadays to lodge itself into our minds for more than a few months. k1llerk1ng. · 11 mo. Works when your fleet is over the disengage size limit, but not limited to this; Indicator in combat screen shows progress towards this; Currently set to 40% of enemy fleet or 100 deployment points, whichever is lower; When a fleet that's "too large to disengage" engages an enemy station supported by other fleets:Instructions. 95 threats do not appear till the colony reaches size 4. A couple weeks ago I mentioned that I was happy to answer random questions about my game dev practice (offer still stands!), and in the following discussion I said something about having cut a bunch of text from “the anarchist art collective” portion of the Starsector missions. I also changed the player level cap to 40 so all the skills are tecnically available, but by the time you hit around level 30, the xp per level gets so high you kinda forget there are 10 more levels. I'm running with 60 ships fleet limit, 800 DP max battle size limit, a mod to throttle engine graphics and running Starsector on Java 8. However I strongly advise you don’t bump it up too much, 700 is fine if you have a fairly good computer. 2D RPG/Trade/Fleet Combat Game. 96a is now out! Take on new missions exploring the story of the Luddic Church and the Sindrian Diktat. AxtheCool • 4 yr. Change the numbers at the end of the lines to what you want. . Lets you have as many officers on the bench as you want. Each ship as loaded out with a plethora of small hybrid turret slots, with varying missile hardpoints, or built in missile tubes designed to. 40 skills are available. Remnant ships are simply super DP effective and punch way above their weight class. Pretty much. 0 – 2022-01-02. 96,. Theyr allright alot like normal missions exept you pick up 2-3 of them at onec fly about do em and return, hopefully dev doesnt go overboard with these, i still got nightmares about starbound that. Main article: Hostile Activity The Hostile Activity intel item is the major colony threat system in version 0. Point them at something and watch it disappear. Majority of the playtime of this game comes from replay-ability. Sort by: best. I've done a lot of tinkering in settings. Officers from a pod (both level 5 and 7) come with Elite skill (s), and can be retrained at will (instead of "Make skills elite" they have "Retrain" button in its place). Can just add skill points or reset things, even with the level cap. A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. 4 Structures. At the same time, there aren't many good things to spend them early on. • 1. but assume that'd cost a lot of story points to utilize. azrehhelas • 5 mo. Capturing these can be useful to tip the ECM rating balance in the. Writing Starsector. Code. I've tried expanding my battle size but it's stuck at just 240-300 for deplpyments cap. There are 3 things you can do regarding Deployment points. 96 was focused on adding stuff to the game, not modifying existing code, after all. Systems with yellow/orange stars, with moons orbiting a gas giant are ideal as it keeps the planets close together for common defence. I'll try to add and see if that works. The other point is that besides the security level there's a time issue- war is time-sensitive, and the use of a planet-killer is (likely) indicative of running out of options and being forced into taking an option. 400 is total starting deployment for BOTH sides. At level 15 xp gain is locked in. 1 version was the max skill mod that allowed me to have all skills. The percentage of bonus xp that you gain from using a story point is a percentage of the xp cost of a point. It doesn’t consume it. most games have modifiable UIs. That would be for all fleets, not just the player's. There is also a limit on the total deployment points worth of ships you can deploy simultaneously, which is normally half the battle size chosen in the settings menu, with some variation based on objectives captured and officers present skewing it as far as 60/40 in the favor of the side with more officers (in theory, by taking objectives, a. There you can spend 1 story point, 1 million credits, 1000 lobsters, or a high/very high contact to make a deal with the pirate queen to stop the raids on your colonies. Remnant ships are simply super DP effective and punch way above their weight class. Captain; Posts: 378. By contrast, the carriers don't really get much benefit from having extra mods since the bulk of their power comes from. And, based on the total amount of bonus XP spent when you hit level 15, you immediately get a bunch of story points back. (First off: “uniquifying” is a real word! It doesn’t quite fit how I’m using it here, perhaps – more strictly, it’s about removing duplicates – but it’s close enough. 2. 3, you go to a new weird system and fight fleet, get sierra cruiser. ATM don't wanna use Conquest, i already have a Paragon decked out with. This mod intends to change the way AI officers assigned to automated ships affect the rest of your fleet. Want to go higher than 30 ships available in your fleet? This is how you do it. You can also give them donations of credits, which improves the rarity and number of blueprints for sale when you visit. I rather use a mod that balances it somehwhat by making you pay more for each subsequent point until it's unfeasible to pay. You need an alpha core. I feel no small amount of trepidation because this is both a change and it is a particular story about particular characters in a way the pure sandbox certainly isn’t. No change to the cost. 2. 1a: 35 days. 96 was focused on adding stuff to the game, not modifying existing code, after all. The thing to understand about the AI in this game is they are supposed to have a lot of autonomy. Uniquifying the Factions, Part 1. Features. Or used in a suicide run distraction to slow down a superior force. Starsector > Mods > Modding >. Hire new officers regardless of how many are currently under your command. An alternative to buying story points, is to be able to buy some of the things you can use story points for. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. Gamma: -1 Demands Beta: -1 Demands & -25% Upkeep Alpha: -1 Demands, -25% Upkeep, and unique Improvements Improvements can also be done either by spending story points which is permanent which also. I wouldn’t make a it a point to restart just for it, just keep it in mind for your next playthrough. Hi! I know I'm late to the party, just got Starsector for my self a while back, and was oogling about to learn about things when I came across the blog post for the new skill system, and wanted to throw my voice out into the choir. 1a-RC6 is sad - totally not worth the effort for something that: 1/ takes a full colony industry slot. It used to be called Starfarer. And also tells the player that. You can (and should) set the AI's officer limit to match this. I'll list the most broken ones I found (and the mod + codes it associates with) Guardian: Large missile hardpoint combined with missile autoforge + generous amount of ordnance points (Graphics lib. A Beginners Guide on how Colonies Work. After that. Ordnance points are just an abstraction of a ship's limited resources like power generation and physical space. zekromNLR • 5 mo. 2D RPG/Trade/Fleet Combat Game. One, obviously, is the reworked skill tree and addition of story points, and a couple new ships added. Starsector (formerly . 3 supply units. The new story points, while it's a good idea, it's very poorly implemented. 2D RPG/Trade/Fleet Combat GameIf the slot is unnecessary or ineffective, a lot of the times it is better to leave it empty and use the points for more useful things. MlemandPurrs • 2 yr. The most valuable applications for story points are eliting your skills (you should elite every combat skill you plan on using, which means you should be eliting every combat skill you take, which will be somewhere between 4-7 depending on your build) building hull mods into your ships (1 point per hull mod, can't be recovered, 2 -3 per ship. Like a ridiculous amount, more than any other hull mod, and I can't stand zooming around at less than 20 burn sustained. Too bad I already swiped one from Kazeron (and I plan to steal the. but an option could be to spend vast sums of story points to unlock a limited number of additional skill. 242. 240 AI ship points means 50% boost up to -50%. heavy armor. Then start a new game with Easy difficulty. (I guess I should also chime in with the nitpick that the name "Story Points" also confused. 9a) is poised to add more 4X-like elements to the game, it seemed like a great time to bring people up to speed. You just open the zip folder and keep going until you see and excel document labeled commands. json with notebook++ and you'll find this around line. I equip it so I can take 'shortcuts'. Use the fully-qualified name of your class (ex: data. 95a. csv which defines it's basic information as well as where it's script is. Key word being was. Enjoy actual salvager gameplay! petergustav • 6 mo. You can change the base limit in the settings file. If you have 10k bonus exp and do. Removed extra crew bonus. You can edit the level cap in the config file without needing a mod by going to Starsector -> starsector-core -> data -> config, and find the settings file. Your first colony should be on a good planet. Raises max player level to 20, 25, 30, or 40, while maintaining a vanilla-like levelling rate and Story Point gain, even at level cap. An Eagle cruiser with 10 built-in mods requires a vast amount of XP, yet it is one mighty warship indeed. if the AI fleets would stop spending their "over limit strength" that lets them deploy more than 10 officers and spend it on integrated hullmods instead, making their fleet power more CONCENTRATED and FULLY DEPLOYABLE,. Take Wednesday's night loss to the Miami. Posted March 21, 2012 by Alex in Development. But I think that probably does not affect the "Standard recovery", also you gain more credits when just scavenging, but I was just. Once the bugs with Pather Interest get fixed, this will more or less be your only planet that. There is no limit to colonies if you are brave enough not a luddite. Level 7 cryopod officers will maintain their maximum level and number of elite skills even if you demote them or remove their elite skills via the retrain option. These will are only relevant to modified QC installations. ago. Manage as many officers as you'd like. ago. I eventually use the story points and exp to put Augmented Drives on anything with 7 or less Burn, so I get 18 base with Sustained Burn on, 20 in my systems where I cam build a Nav Buoy. Instead of officier with missiles specialization should get boost toward accuracy, tracking, less missfires etc. (+2), a story point improvement (+1), an alpha core (+1), and a governor with +1 output, and that only gets you to 9. Base max CR is 70%. This will stop the event progress based on colony presence and stability but not from having any nearby pirate bases. The question that interests me the most is: Have you played SS on the same laptop some years back and has performance been very different then? Because as the game grows it seems requirements grow with it. My name is Reese Kitteridge, a former captain in the Hegemony Armed Forces aboard the HGS Mira's Wrath . Wouldn’t it be funny if there was a chance that some of your. While technically infinite, getting late game story points is slow (in vanilla) and this will compete with other outlets of story points like colonies and AI inspections. Granted, 90% reduction of a reapers at 75% success chance is pretty solid and was not possible before in. Red: Powered. ago. Overhauls the officer selection dialog, adding additional features: Upon interacting with another fleet, displays that fleet's commander's combat skills, including fleet-wide skills. So while setup is complex and requires a lot of skill points to work - it does work amazing. The rules are simple: Up to 5 concurrent contacts are “free”; deleting a contact is also free; Contacts beyond 5 require a story point to developI liked armor tanking in 0. Here's what I know: You can either find the skill/whatever/modify skills and add more colony limits or something else if it's just a problem about stats. console. My experience in the tutorial: - I started as the powerful fleet of ships (fast start) but I noticed I kinda like the idea of starting as a smuggler and one-ship owner more so I picked the scavenger ship and drone tender as bonus and sneaky and scavenging skills. I, for some reason, completely blanked on Deployment Points, but there is a little window near the top left of the screen that tells you your fleets. 95a: 162 days. Removed soft fleet size limit. 1. Your first colony should be on a good planet. There's also another quest, that I think you can do independently of the main story (although I can't quite remember). Provided your computer can handle more ships at once, of course. This won't address the issue that the more ships you allow deployed, the more hesitant the AI becomes because of. Both of those are. Swarming the remaining stage 1 Tesseract. 2 Upkeep 6 Industries. A Professional Critique Of Story Points. Campaign mode was originally introduced in the 0. json file. Chain kills together to gain a combo multiplier for a massive score! The point multiplier increases with each difficulty level. - Updated skills compatibility and default starting numbers for 0. At max level (15), the player will also continue gaining story points at the same rate. the new limit is 5 instead of 6. Story points are a player-exclusive quasi-resource used for various purposes in the game. 95a. These are meant for broader use within the. 6. you could use the AdjustableSkillTresholds mod to remove the tiny limit on AI ships and set it to like, 9999DP or something. The OnlyCleanRecovery fraction will then limit your maximum number of recoverable ships to 24 if you set it to 1. So if you are completely out-officered the enemy will get 240 DP, while you will only get 160 DP. As for the historian, they can randomly show up in the bars of any station, where they will sell you the location of blueprints in exchange for story points. 1. Further nerfed Hurricane MIRV cooldown from 10 to 15 seconds (vanilla is 5)The Nexerelin mod is an excellent addition to Starsector, adding 4X mechanics to the game, asteroid mining, diplomacy events and total war between the factions. Or maybe 2. Huh. You can't just stack every mod on a ship because the mods require some sort of energy to power them like auxiliary thrusters or physical space on the ship like expanded cargo. This is installed just like any regular mod. sketchydeutscher. The most valuable applications for story points are eliting your skills (you should elite every combat skill you plan on using, which means you should be eliting every combat skill you take, which will be somewhere between 4-7 depending on your build) building hull mods into your ships (1 point per hull mod, can't be recovered, 2 -3 per ship. Sometimes you luck out, sometimes you get nothing. 239. This is a Starsector mod that changes the way built-in hull mods work: - You can no longer build in hull mods using story points. 5 Alpha preview. It's safe to go ahead and get a little excited, but pace yourself and keep it at a simmer or you'll wear yourself out. You can only add stable locations if the system has less than two already there iirc. Starsector > General Discussion >. No the limit is 15 and to my knowledge the max level. 5. Thing is, my campaign is pretty advanced already, and I do understand most of the mechanichs, but the one thing I do not get at all is deployment points. A Starsector mod that officers additional functionality for managing officers. 3 Level of 1 industry skill reduces the negative impact of D-mods. 2. It is most effective when player controlled, or given an aggressive or reckless officer. 2 days ago · Share this story. for example: <st>legion_xiv</st>. Your deployment points you get for a fight are a part of what your fleet in total has (scaling logarithmically I think, so at the beginning its almost your whole fleet). If you haven't yet reached the max allowed number of regular officers, it's probably not worth it. 9. Age of Innovation event will appear occasionally where AI Colonies will randomly improve their industries with story points over time with their odds varying on size, number of story-improved industries, and whether they are a decentralized faction (like Luddic Pather, Pirates, and Independents). At least for me this is usually not an issue in the mid-game/late-game. The easiest way to kill them is to get the new ship from alpha site, I won't spoil it if you haven't found it. If it took longer to get to that point, it might be something like the number of entities in the game. After that, it collapses, making it single-use. swarmy1 • 2 yr. Your second system is best -- several habitable worlds, barren world for Industry, etc. So the intel contacts would be the harder missions while the story and other quests spawn in bars. Best. You can spend story points to increase the S-Mod limit for a ship. I consider Starsector to be either the best indie space game people don't know about or the best indie space game people here aren't talking about. g. Cruiser ship tier list - 0. TL DR - story points may feel good on paper but will possibly open up alot more balancing issues, it feels like glorified cheating (the more you play, the more you're allowed to cheat certain aspects of the game) and officers should get some slow and steady progress on them, make them feel more like human beings learning, adapting and getting. How to escape without using story points. Win the game. 2 autocannon, 2 assault gun and flax cannon are enough for dealing with fighter, frigate and destroyers. Join a faction to gain useful support and represent them in war and peace, or start your own. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. A lot of mods add a quest for some ship or another; Sunrider for example is basically about doing the involved quest to get the titular ship. The main reason i always use the Progressive S-Mods mod. For me, that game is Starsector, an indie-developed role-playing, arcade-tactical, star-faring, 2D. Spamming ieds will generate uh, quite a bit of lag though. It is better to only use 1 or 2 on each colony, so it is better to only have a single industry you really want to "push" on a. Imo, it should give 5% per mod, but with no limits, and also have ability like "there is a chance for each D-mod to be ignored in current battle". Humanity was ruled by the Domain, which controlled multiple galaxies. 400 is total starting deployment for BOTH sides. But without an official announcement of a release nobody can really say. Yeah, I already begun playing and the writing on the story missions is quite good. 125 votes, 45 comments. ago. GC overhead limit exceeded is a generic java out of memory type exception (more specifically the garbage collector didn't have enough memory to do it's job, because the rest of the application was using too much). Then, the side with more/higher level officers gets a deployment bonus up to 60% of that total. Well in the base game you can add a new stable location, so long as you have fewer then 3. 4. For the pirates go and speak with Kanta at Kanta's den. Reply reply. Which ship is best for boosting crew room + cargo space + fuel volume + ecm for fleet with use of 2 story points (build in) mods + 2 extra logistics = 4 logistics limit on self? Also some battle-support-capability like long range weaponry or multiple fighter decks would be better. The first one doesn't. If you vent only the center module holds fire, the others can keep shooting. If you are old enough to remember. Name. And, considering that I run pretty big fighter fleet with 2 Ventures and 2 Sunders, DPs are pretty vital to me in my war of attrition. ago. I have had that mod once but it gave me so much rare stuff it was insane. In the vanilla game, AI officers increase the "automated ship points" of the ship they're attached to, and to me it doesn't make sense. Re: Maximum combat ship recovery cost bonus of skills and increased battle size. By level 15 you will have gotten the maximum amount of skill points to use but will have gotten 50 story points and any further level ups will just grant you more story points, so you will never run out of them permanently as. Mercenary officers can be worthwhile in the late-game because they let you exceed your officer cap. Elite Dangerous is all about the one man show (unless you join some online group) and flying is vastly different in the two games. Make expensive sure but not story point expensive. If the activity says +X% experience bonus, that means using the story point will generate enough XP for free to generate X% of a new story point. Some time later, I ended up with a total revamp of the ground-raid system. 8. (500) 2. If your automated fleet relies on the computing power of the rest of the. Bounty hunting makes getting XP fast. 3/ provides *no* benefit to the colony. Small bit of rep grinding and then you get straight into the story quests. The second stable point does cost SP though. Mechared. 2 you go to tia exet, fight weird fight at the aurora. In the vmparams file, replace the text "-Xms1536m -Xmx1536m" with the memory you want to allocate to Starsector. - On that note Cola Powered Gamer/Indie Retro News would like to say thank you to Alexander Mosolov for taking the time to talk to us in this exclusive StarSector interview! Links :1) Game Reviews 2) StarSector Review. r/starsector. The sensor jammer increases its side's ECM rating by 5%, also +20 DP. My thought was that there would be a method (salvage ships, story point, skills, whichever) as the game went on of reducing the fetch quest stuff - really tie it into player progress, so that early game it's really part of your powering up process, and then late game you have the option to skip past it if you want to. Increases colony accessibility by 30 percentage points. "maxShipsInFleet":30, Increase the number of ships you can have before you get hit with the supply penalty. And before anyone tries to comment that I need to capture the points that appear in an. Yes, they are. ago. A colony can serve many purposes: they can produce goods for the player to take at just-under open market price, they act as useful storage areas or markets away from the Core Worlds, or they can simply produce lots and lots of credits. 1. Add a Comment. 8a. How does the math work for deployment point limits? I have read every single in-game label and menu, I have read through the entire starsector wiki, and I can't find the. The benefits of a Dram are well known. Arthur_The_Ok • All hail the [SPACE DORITOS] • 9 mo. ago. And I'm taking this information straight from Nex's code. 1 Colonization 2 Choosing a Planet 2. If you go into the settings. This (along with many other settings) can be changed by running the Settings command. So if you learn a Paragon Blueprint and sell a spare you can't use on the Black Market, you'll eventually get Pirate patrols. When you give them orders, you put them on. The only Academy mission I know that has a time limit in 0. Hmm, maybe I just need to try it. 86. 51K subscribers in the starsector community. An Eagle cruiser with 10 built-in mods requires a vast amount of XP, yet it is one mighty warship indeed. So it might say you can deploy 300 points of ships and they can deploy 200 points of ships if you have numerical superiority with a point. Yes; I increased the cap to 20, doubled the skill points, and I've used someone's mod that allows you to pick all skills so I have all skills unlocked at max level. delivery mission (based on your cargo space) - this is the golden mission; with a few colossuses or an atlas or two you can get it to a 500k delivery mission that you can use 1 story point (100% refunded) to boost to around 700-800k. Sometimes I get 120, sometimes 80, mostly it's 89. Ship recovery dialog now shows normal and story point recovery in the same screen. Player fleet able to interact with objects immediately after battle, i. Also if anybody could tell me how to increase my DP limit i would appreciate it. Still not easy. Edit: the industry skill "Colony Management" is no longer in the game. For real though, best way to deal with Hostile Activity is to just ignore it completely. DP base on ships size : make DP base ships will make any other class obsolete, it will defeat the reason to keep cruiser destroyer or frigates on the fleet The number used here is one without additional skills that give you more officers. How to escape without using story points. Don't start using them unless your planet can defend itself long enough for you to arrive. To meet the Transplutonics demand for the special item, you will need the Catalytic Core (+2), a story point improvement (+1), an alpha core (+1), and a governor with +1 output, and that only gets you to 9. 0 - Full Starsector 0. There's a chart floating around that shows you how to not pather cells on your worlds, you may find it useful. Put it in the mods folder and make sure it's tagged in Starsector's launcher. It used to be called Starfarer. Hotfix: 0. 1. It doesn't matter if there's an overloaded capital ship that could be killed in the next volley, it will stop shooting if there's even the tiniest shuttle passing by. ago. Go to starsector r/starsector. Technically yes, but only after you go beyond the usual limit of 15. Can only be installed on worlds that are not gas giants, do not have the "extreme weather" condition, and do not have the "extreme tectonic activity" condition. A. 5 Improvement & Alpha Core Effects. Some things about story points are not that well balanced though, like finding unrecoverable paragon on day 10, spending only 1 story point to recover it with magic, and somehow getting it in mint condition without a single d-mod. Find a damaged frig, go to system, then get sierra. Positioning inbetween. Deployment points are awarded based on fleet size, with the larger fleet getting more. Mark IX Autocannon: B. Interesting side note; 1 Salvage Rig + 5 Shepherds offers the same salvage bonus as 3 Salvage Rigs, due to how the diminishing returns work. Step8: go there and use a distress signal while inside of the system. Blog post/download links here. Capturing these can be useful to tip the ECM rating balance in the. You get 5 A or B choices per line, with the ability to reverse your choice at the cost of a story point. However: total DPs in a fight are capped at. Tesseracts attacking each other.