Best ship x3 reunion7/4/2023 There is a 1.96% chance no hacking skill is required.Why use Universe or Sector Traders? It is always good to have more than 2 personnel with sufficient Hacking skill in case one is unlucky and dies during the fighting on the decks.With the Mechanical and Hacking skills only half the number of personnel are required if they have double the minimal skill points since it is the total of best and second best in each boarding team group that is used. Maximum Fight and Mechanical skill requirements for boarding with a 98% success chance are approximately 1.5x of the minimum.Having a much higher total Fight skill than the minimum total can guarantee no casualties. It is possible to board ships with fewer personnel if their combined Fight skill is greater than or equal to the minimal total. The total Fight skill amounts listed are the combined boarding crew Fight skill requirements to have a high chance of a casualty free boarding along with the minimal average if target ship marine capacity+1 Marines/Mercenaries are used for a boarding operation.These tables list the minimal Marine/Mercenary skill requirements to board ships of each class. Some ships in the X-Universe are not for sale at shipyards or are owned by races that are hostile to the player meaning they need to be acquired by force. Every space object which is not a ship itself but can be targeted, like drones, mines, space suites, etc. These ships make ideal traders and commercial agents for stations.They are able to carry XL goods with large cargo holds. Trade ships with increased firepower, shielding and cavernous cargo holds in exchange for reduced speed and a larger price tag. They are a must have for taxi missions and act as a storage for spare marines/mercenaries. These transport ships are designed for the luxury transport of large numbers of passengers. Lightly armed ships able to dock multiple fighters for more economical redeployment and hauling. The are unable to dock at stations and relying on Freight Drones for trade. These ships have huge cargo holds able to carry whole stations and even the ability to dock fighters. These ships have a limited ability to fend off attacking fighters and the ability to keep them supplied with torpedo missiles. Designed to eliminate any ship too slow to dodge torpedo missiles (ships bigger than a M6 and stations). M7M - Missile Frigates. Bringing total doom to anything in their path and great for boarding enemy ships however, these ships require a large economy to keep them supplied with missiles.This class contains frigates exchanging firepower for a hanger able to carry fighter squadrons into battle. However, they lack the laser generators for sustained firing and are less agile. These ships have over three times the shielding and the ability to mount weapons that deal heavier damage than a M6 corvette. Stronger missiles are available to this class, too. A ship class less agile than a fighter but with at least twice the shielding and the ability to mount weapons that deal heavier damage. These ships are better shielded and have higher damage than M6 types but are slower. Ships of this class are used for exploration, ferrying equipment, scanning asteroids and drawing heavy enemy fire in an economical manner. General purpose combat ships in between M3 and M5 classes and have can mount the unique weapon types of their creating races. An intermediate between M3 and M4 ships which combines the defense of the M3 and the offense of the M4. A greater range of missile can be mounted to them. These ships have substantially higher durability and firepower but less maneuverable compared to The M4 and M5. Bearing more guns and shields than conventional M3 fighters at the cost of maneuverability. This comes at the cost of low speed and maneuverability combined with a large hit box. These ships deal high sustained damage and have shielding that makes mincemeat of most fighters, corvettes and stations. These flagships are as much of a bane to their enemies as the construction cost is to their owners. Ships of this class are very slow, heavily shielded and bearing lethal firepower. Ships of this class are able to economically bring large swarms of fighters (or corvettes and bombers in the case of the Aran, Kyoto and Valhalla) into battle while delivering some capital ship grade damage to enemies at a distance. To thrive in the hostile and outnumbering universe, the player requires ships suited to each role. X3: Albion prelude combines elements of dogfighting, economics and fleet organisation.
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