I gotta see both honestly, how am I supposed to decide!? Loved this game in beta and can't afford it right now, so you're my fix :D Factories are pretty cool tho O_O
I don't know about a fleet (crewing a whole fleet will be an issue considering the requirements for just your main ship), but you may want to create a freighter that you can use to store all the materials that you're salvaging. It will also come in handy when you do start working on industry as ores take up so much space that you need a lot of storage space if you want to do any serious amount of mining.
About half way through, one nice QOL tip I can share: Target an enemy and do the positioning weapon click drag thing, then once you've selected a new firing position, even if you're not in that position, click on that ship menu you used to transfer crew and you'll see "Save Attack Defaults". From now on, all you'll have to do is right click an enemy signal and it'll stick to that position.
This, is AMAZING! Thank you so much for this tip, it's going to save me so much time; I don't even show all the battles in the videos but this is the single most time consuming part of engaging enemies for me right now so it's going to save both on-screen and (so much) off-screen time :D
Here’s a tip: right click on the gather/mine button to open up a filter menu. The gather tool will only salvage blocks with the resources you are looking for, so you can disable gathering steel plates and coils, and only gather the more valuable components
Never knew this! My alternate solution to this has been to set resource limits and also filter the cargo slots. So the gather tool picks up at most X amount of Y, and you’ll always have space for valuable items as well.
A pretty good strategy once you start getting to a high level ship with a very large interior is to segregate your ship into different sections, so one section at the back to power the bridge and thrusters, one in the middle to power the lasers, and one at the front to power shields and other turning thrusters. This stops crew going from one side of a massive ship to the other and instead all the local crew dealing with it. It also means that when an area is destroyed (e.g the shield section at the front) you can still have a small amount of armour to protect the next section.
The building is definitely the heart of the game. The fighting is only to confirm that what you built is awesome xD I upgraded to control room size and got 8 ion beams rocking bundled in pairs and concentrated in the end following 2 -> 1 rule and my gosh was it fun to see the result cutting enemies in half instantly that I previously was struggling with. But then it's back to the drawing board to improve the battery supply etc. just amazing. I bunked 10 hours already and barely left the starting system.
Here's a new tip for ya: If you use Mining Lasers, while they have shorter range they absolutely destroy enemy structure while just doing a complete salvage job, much quicker than the individual crew can do. This also works in combat, so if you can outspeed them, you can just salvage their ship to bits, not losing any materials to destruction. The best way to salvage is to capture it like you did the cannon platform, then dismantle all the components aside from an airlock hatch (so you get more materials returned, not just salvage materials! It is a bit more actually, not less; not sure what that person was talking about, but you definitely get more materials this way overall because it gives you materials from every type that it's made from rather than just partial materials from salvage, eg. the fissiles; at least that's been my results with experimenting between the two), and then abandon ship and salvage the little remaining structure. Also, careful with having mirror mode always on; you erased the reactor when you were erasing the "cannon" (which was the damaged cockpit), lol. EDIT: Since you asked, I'm against *full* enclosures of thrusters, but not partial shrouds. The problem with being able to build thrusters that fire exhaust directly into other parts of your ship is that in space, all the exhaust from the engines isn't getting slowed down, so you're effectively pushing against yourself with only minimal reduction in speed for the distance crossed, due to the collisions with space dust and other similar particles. However, if they are far enough away, the exhaust can be both redirected (instead of hitting a flat surface it hits a slope; this drastically reduces the push effect on your ship) and also diffused (directed above and below, rather than strictly backwards from the angle of thrust) to make it possible. It still needs a port to exhaust from eventually, though. Also, you definitely need more side thrusters! I'd remove the point defense on the rear sides (by the engine rooms) and make them side-facing thrusters instead.
@@Aavak Just finished an edit to my post regarding the question of the enclosed thrusters, by the by! And to answer the other question, yes, interested in more episodes. :P I think a smaller secondary ship might be useful, set up for mining, which you can then lead into industry with on a second "ship" aka mobile industry platform, heh.
@@KainYusanagi that is a common misconception. Warp nacelles produce no thrust at all. There is a Bussard collector at the front of the nacelle that concentrates and collects hydrogen. The remainder of the nacelle is filled with warp coils that are used to displace the ship out of our universe and into a parallel one with a higher speed of light. The impulse engines still provide the acceleration.
I really like seeing people building bases, looking through skill trees, arranging their ship etc., I have always found it interesting to see the logic process of how they make things.
I just had an idea that you may want to put map markers on the pirate bases you've found (using the button above the mini-map) so that you know what the question marks are. I have often found myself headed straight for one because I've forgotten that I've already been close enough to identify it as hostile, but not close enough to remove the question mark. Could also be handy if you end up making a hauling/industrial ship so you know which areas to avoid if you're sending it back to a station without an escort
A little tip on roles, make 4 base roles for all your ships. 1 Operators, who operate your weapons, bridge and engines. 2 Mechanics who supply capacitors from your reactor. 3 Engineers who supply power to everything else. 4 Logistics who supply ammo and resources.
This is a pretty interesting crew set up, I'll consider changing things up in a later episode; but I do like the idea of not having defined "I work on weapons" "I work in the bridge" etc roles, and instead just having a "I operate things" role to cover all of them. That's pretty cool :D
Tip with shields relating to what you said early in the video: use them to cover forward facing engines. Because of the massive exclusion zone in front of all engines you cant reasonably use physical armour to cover all of your reverse thrusters. Shields are great for that task because they don't take up nearly as much space, weight or resources as would be needed to fully enclose a thruster in armour. Plus it usually isn't too difficult to implement into already existing designs because crew needs to be routed to engines anyway so it should be easy enough to squeeze one in behind a thruster group.
You probably already know this by now but, The reason they weren’t leaving the platform (around 15 minutes into the video) was because there was no way for the former crew to reach the airlock. If you want to salvage a whole ship instead of transferring the last crew over you should select „abandon ship“ this way it’s junk an you can mine it. Hope this helps 👍🏼
I love how your videos don’t feel staged. As in most UA-camrs plan out how their video will go & feel, but yours it’s usually on the whim. In a very good way, thanks for the entertainment!
@Aavak Been playing this since it was it's Steam release and I've been *loving it!* Some tips: - Get your *reactors* to _near_ the *back* of your ship. One medium reactor popping will *_GUT_* your ship! *Protect* them well, possibly even with *internal armor!* - You can *right click* the *gather* icon to *filter* what gets tagged for gathering! - If you *hold alt* when *positioning* your ship, *relative* to another ship, you can *maintain facing* relative to _them_ rather than the _world._ Great for *strafing!* - You can *hold shift* to *reposition* and *turn* your *ghost ship* for more fine-tuned maneuvering! - You're only employing *four gunners* at a time to man your weapons, so if you only have *one security (large) bunk,* you'll have *two extra to run energy.* Having 12 crew running guns is overkill for your setup, even accounting for crew losses during combat. You could pack another small bunk in if you're worried about energy/loss, and save yourself some space. - Crew move at *half speed* through any area that *isn't a corridor,* so having crew *movement corridors* and rooms with *doors* to them will greatly *improve movement speeds!* - The *gratings/structure* elements *absorb* some *shots, but **_only from enemies!_* so placing them in front of *vulnerable areas* (i.e. guns) is advisable. This will work better than your sawtooth structure while *not restricting your firing arc* as much! - *ASAP* build a *cargo ship* and man it with *two to five crew* so you don't need as much storage on your main. *Collect with main,* so you have access to full crew gathering, but then transfer to cargo. - You'll eventually want a few *storage boxes* with just a cargo bay and small bunk *at a station,* so you can *save up* parts for *major redesigns or new ships.*
Would a purely storage vessel be a good idea? Just a massive ship loaded with the biggest storages you can. Maybe some defenses. Instead of having to go to a starbase and sell resources for space and buy it back to build things, you can just store resources here for free.
I'm doing this now .. I'm around Rating 10 at the moment and it's working great. It's just a big square with engines on the corners and back/front and small shields lining the edges. The rest is cargo space. I started using it for industry but ended out owning WAY too many missiles, etc. I have a small/medium factory ship that hangs out with it.
That's a very nice series :) I had an idea around 8:00. Can you add another prism at the end of the long barrel? This way the Ion beams shoot at Prism #1, which shoots down the barrel hitting Prism #2, which acts as a turret with a considerable firing arc, and even if it gets destroyed, it's sitting at the end of the barrel, so no risk of the explosion destroying valuable components, like the beam emitters. And potentially, if it gets blown off, it disintegrates, not obstructing the barrel, allowing Prism #1 to continue shooting.
A nice idea, may be worth testing to see what the sort of relative explosion sizes are and working out what would be a safe distance for the turret prism to be set at.
Oooh, really smart idea! That gets rid of the really narrow firing arc issue! less aesthetically pleasing in the sense of having the beam just FWOOOM! out of a giant ribbed barrel like a railgun projectile, but definitely more functional!
You could prolly move the shield generators up a little to give some cover to the outer prism. That being said, a bit armour for the outer prism will be a bit necessary in case a ship with Disruptor turrets gets too close. Shouldn’t be a problem for a ship with strong reverse thrusters but it’s never a good idea to have backup armour just in case
@@DatPinkPuffball Disruptors are really weak and should be priority targets if spotted, though. Ion can hit it from further than disruptors can, anyways.
@@KainYusanagi true true. keeping on top of reverse thrusters should stop them, and their short range means their ship needs good speed to close the distance
The thing with Ion Cannons, just like Railguns are they're more suited to be mounted o their own ships; drones or 'bits' like in Gradius, if you want to call them such, so you have more freedom in positioning them outside the enemy's reach while your main 'tank' or meat shield ship draws fire from the target. Also, if you put Capacitors next to a 2-crew rooms next to a power generator NEXT to the ion cannon controls you can set up refueling squads so your cannon can fire 24/7. In fact, you only need a minimum of 6 people to operate a single 2-cannon-into-1-prism Ion Cannon drone ship.
Hey, really like your series, if I may suggest you should add a hyperdrive as it allow your ship to go the stations and the beacons that are on the map instantly. It act as some sort of fast travel and can make all your backtracking to sell junk at the station much faster at the cost of fuel.
Bought the game myself a few days ago and can't stop playing... except when checking yt Let's Plays like yours for inspiration. This episode inspired me to try working with Ion Prisms and also to change to the extended control panel for the spaceship. Thank you!
For that firing tunnel from the start of the episode: If you only put the triangles halfway up the tunnel, they will no longer be reducing the firing angle. Their limit would be the same as the tips of the tunnel. You would lose some "layers" of defense, but the coverage would be just about the same.
Not only does that armor at the front of the beam keep you safe from your main weapon system going down and exploding, but (arguably) just as important - it looks like a giant mandible.
Finally capacitors. Yes, thrusters can be aiming back at the ship. It makes long designs with thruster pods stuck out along the length extremely useful. Narrow defensive profile without sacrificing offensive ability, as long as the correct weapons are used. To not feel so guilty, consider that the thrusters pointed back at the ship to be mounted above and below the plane of the hull. Additionally, nothing says the thrusters would be pointing directly aft either. Two thrusters pointing at an angle away from the rear of the ship would still provide roughly the same thrust as a single one pointing directly aft. This configuration would allow any amount of thrusters to be used and provide movement. We only don't use designs like that in the real world due to limitations on energy generation and storage. But I have no doubt that if energy was effectively free, such as it is in the game, then we absolutely would utilize non-, optimal thruster placement.
In cases where you are to leave behind scrap, I'd advise using the marker feature which allows you to identify leftover parts or places you would like to come back to. The marker feature is shown in the bottom right, just above the map display. Also, just a quick mention regarding using ion beams. It would be far more efficient to have a diagonal ship, rather than what you have now, especially for ion beams. Instead of using 3 ion crystals, you would only need to use one, therefore greatly increasing your destructive capabilities.
I noticed someone else suggest a diagonal design; I'm not ready to jump into that just yet as I feel I'd need a bit more practice with general building before trying to build something like that, but I'll certainly add it to my to-do list, perhaps for a new ship, then I'll can have a side by side comparison which would be fun to build (and watch, hopefully!)
You can call the ship “The Widow”. Similar to how black widow bites burn, the ship’s laser also burns through the hulls of your enemies. Also the acronym WDW could trick your enemies into thinking they’re going to Walt Disney World, which would let their guard down.
One thing that would solve some of your burgeoning area problems is that you can select an entire area of the ship using the selection tool - such as your rear third, or your 'warp nacelle' thruster arrays, and ctl-x, add six or eight rows of corridor, and ctl-v, moving around entire sections of your ship rather than one module or chunk of armor at a time. You can also change your corridor painter from single blocks to, eg, 1xn lines for painting moving walkways, or nxn (drag-sized boxes) for painting large areas of corridors or armor.
Aavak tbh right now I wouldnt bother with the industrial part of it, you get so much salvage that is will become impossible to sell any where, also I love watching this series has given me a LOAD of ideas for my own designs.
I am always impressed with the creativity of people. I always end up with large bricks, heavily armed and armoured. I always struggle with the transition from small to big, too. usually, I do an adequate small ship, based on the starter, then slightly improve it until it is sufficient to the jobs.... and then I want to build a huge ship. I tend to use the thrusters in front aim back and in back aim forwards for relative compactness and protection of the thrusters. in front gives speed and is protected by the heavy frontal armour and shielding. I love shields. I HATE the damned disrupters. I have always HATED them. Shields are meant to be protective, you have to batter them down to get to the juicy inards. disrupters just bypass them, take them off line with a hit or two, and then you're toast. HATE them. So, of course, most every ship above starter levels, has at least one of them. burried deeply so you can not just shoot it first. HATE THEM with a PASSION! lol. Not a great ship architect, it is true.
Brought Cosmoteer because of your first episode. Sunk far too many hours into it. I now have a fleet of 5. A giant resource hauler/gatherer that is always under staffed A ion beam ship A cannon ship that needs work (constantly running out of ammo mid fight) 2 nuke bombers
I cant wait until they add carrier ships and drones... the transforming ships also sounds cool... but i want to build a giant supercarrier as my main ship this will also come with repair drones for repairing other ships... so it would make the ideal capital ship for my fleet supporting the fleet from a safe distance with drones
Someone did the math and said it wasn't as efficient to take over a ship and salvage it? That's fascinating, as I'm playing along with Cosmoteer myself and I found the opposite. I didn't "do the math" per se, but I just saved my gave after I disabled a ship. I then proceeded to scrape it from the outside and saw how many resources I recovered. Then I took it over and salvaged from the inside and, lo and behold, I gained a small but noticeable amount more (or the rarer ones too). I wonder if they changed the salvaging mechanics a bit from when you recorded this video and when I did my test (which was two nights ago)? Either way, it's good to see you playing this game too, Aavak. I always love your content.
16:38 it is actually much better, though often more difficult, to take out only the weapons and thrusters. This will cause the crew to abandon ship while to cockpit (which requires processors to replace) and reactor are both still intact.
Love the series, please keep going! As for the real world, rockets that exhaust directly onto their own ship aren't super realistic. You get your ship's change in velocity from the velocity of the exhaust in a rocket, so a rocket exhausting onto the ship directly would negate the change in velocity. *However,* in the real world you also have an entire extra dimension to deal with! Having a rocket engine that splits the exhaust above and below the ship is definitely possible if you're willing to sacrifice some efficiency. Or even two engines with their exhaust at a slight angle. But both of those solutions would still end up having the exhaust lead outside, so they'd just be exposed from a different angle. Fortunately for you, your enemies in this game are only allowed to attack you from one specific plane, so they can't attack you from those angles. If it were me, I wouldn't enclose my engines for the exact same reasons as you. The requirement for them to be outside seems like a good game balance based on real physics. But it is ultimately a game, and one that's not the most realistic overall. For instance, the game uses drag in space to create maximum velocity under constant thrust. That's suuuuper unrealistic, but it's a shortcut a lot of space video games take to make a game more accessible. So play how you want, Aavak. If you want internal engines, you can rest assured that there are feasible scenarios where that might work in the real, three dimensional world. If you want only external engines, then rest assured that you're allowing your enemies very realistic access to your engines they'd have in any three dimensional world.
This advice moreso applies to larger ships, but the principle is still useful for smaller ships. You ideally want the crew maintaining a component to be AS CLOSE as possible to that component. And you also want them to be getting batteries from Energy Storage, and NOT Reactors. Reactors generate batteries, yes, but they cannot STORE that many. And they are vital and explosive components that need protecting, and therefore you probably want them AWAY from the systems that need powering. The solution? Have a select few crew that are DEDICATED to supplying energy storage with batteries, and let your other crew roles take batteries from those storages. Minimizing travel distance, even if it’s just by a tile or so, is also a very important thing. A good ship layout that allows crew to efficiently move supplies can be the difference between life and death. And a good crew layout with dedicated tasks can be the difference between a risky battle and a landslide victory.
Aavak .... just a suggestion ... you COULD possibly build a Resource Hauler/Factory Ship ... lots of storage and industry buildings with command and energy as needed and only enough beds for running the ship ... I THINK you can get a tractor beam to pull it around .... and if you build a Tug/Miner it could move it around while your combat ship still runs around destroying things ... again just a suggestion and love what ever you decide to do with it ^___^
Aavak (about the video) : "There's going to be some pretty-pretty savage cutting going on" Crew of the enemy ships (not about the video) : "You don't say"
Played it when you showed it off years ago and was super surprised to see it come back! glad it did I'd like to see how the industry is in this! great vids as always Aavak
You should know that crew members walking through rooms move at half speed, so you should not block access to critical systems with a storage room. Give them an access corridor to get there.
you can press the people management tab and in there specify what reactors are allowd to power what devices, that way you can reduce the walking time to disallow far reactors to walk all the way down or capasitors to fill other capasitors
...Could you put a second firing crystal at the tip of the "barrel" to get the full use of the firing arc but have it away from the core of your ship? Then you would have the core crystal in the back to keep firing as a backup? Edit: Just got to the next video... lol?
I've not had any trouble with crew fighting the walkways, they just cross without any trouble it seems to me. My ship is about 15 of the 4x4 storage bays long and i have a walkway going both ways almost the entire length past many doors and rooms and they jump on and off and cross over anywhere they want without being carried in the designated direction.
Aavak "lets get the sensor array to check the range of the ion prisms", buys said blueprint and forgets to put in with at least 5 different build sections. Total aavak moment.
6:20. I have a secondary crystal at the tip. that way I can aim anywhere and if it's destroyed the second one hopefully would take over. As for the shield, the problem I find is that enemy disruptors will target the closest shield generator and basically your are done. I went back to overlapping smaller generators. adding sacrificial generators to the edge of the ship for the AI to waste it's time and ammo on.
I like the building and design side of things. I think it'd be interesting to see you veer into heavy industry- mining laser small ship fleets and stuff would be neat, with a single huge sluggish cargo vessel, or even your own station or something.
Loving the series. I'm not sure it's worth doing the four ion into one beam configuration. You're currently getting 1.5x the damage of a single ion for double the space. With the four into one (as described with two pairs of two into one, then merging those two into one) you'll get 2.25x the damage of a single ion for quadruple the space. Instead, you could slightly stagger the focusing crystals to give you two double ion beams in just slightly more space for 3x the damage of a single ion. EDIT: I misunderstood how prism combination penalities apply, see Aavaks reply below for how they actually work. They're much more worthwhile when combined than I thought.
I think your math might be a bit off; each extra ion into a single node drops damage by 25%; so right now we have two 100% ions firing into single paired prisms (no loss) then merging into a single firing prism (1 at 100%, the other at 75%) giving 1.75 ion's worth of damage for 2 ion's worth of space. Adding two more ions to this setup will change the math to: each ion pair outputting 1.75 ion's worth for 2 Ion's space, merging into 3.06 ion's worth (1.75 at 100%, then 1.75 at 75% = 1.75 + 1.31) Of course, I could still do as you suggest, getting 3.5 ion's worth of output out of two beams. At that point it comes down to a choice between concentrated fire with a narrower firing barrel or twin lasers with more exposed firing barrel. Or simply put, better defence, or better offence? I think it would come down to a case by case at that point and everyone will have a different leaning I imagine.
@@Aavak Ah I misunderstood one of my basic assumptions. I thought it was stacking 25% penalties, i.e. each prism where two beams met were reducing the total effiency of the output by 25%. The community agree with your reading so I will withdraw my comment and thank you kindly for the correction.
The ship is starting to feel like a Scarab or something similarly named. As for editing preferences, I like uncut when you are presenting a new feature or design philosophy, but the pottering about can be cut out or then use a nice (although maybe time consuming in post) sped up montage. As for what kinds of things to do, I'm interested to see how space mining works. Strike the 'roid!
This is such a silly game that is quickly becoming one of my favorites ever, right up there with JA2, UFO apocalypse, Total Annihilation, to mention a few. Easy to learn, hard to master. On a side note, you can customize every slot in storage rooms to hold a specific ware. If you have no storage left for something specific, the dudes will just ignore it. Like cannon ammo.
if you want a new name for the ship, I suggest Dappernaught! Would it make sense to add another ion beam crystal towards the prow of the ship, just peeking beyond the tip of the armored channel? Gives you the ability to direct your beam properly, at least until it gets shot down. _But_ that won't disable your weapon at all, just set you back to the point where you are at currently, being able to only shoot straight. Expensive if it happens a lot, but if _that_ happens a lot, you have other problems 😂
@Aavak @46:14 the ship kinda looks like a scarab beetle now, so for it's new name if you want simple "Scarab 1" works otherwise a nice Egyptian name along that line of thinking would work.
I tried out the demo again thanks to awesome vids like this, and started loving it more. (The controls are a big turn off imo) at 31:00 you start talking about recessing your thrusters, it reminded me of my take which took it to an extreme. I basically had a giant rectangle (will make a more UFO vibe when I buy it), and all the thrusters were on the inside. So It had massive maneuverabilty, and 100% of the thrusters were protected from every angle with armor. Sadly I ended up getting blown up because I got greedy, and decided to salvage a ship i demolished inside enemy territory, and they jumped me with 2 ships, while 0 workers were charging the shields >.>; I really am excited to try the 'full game' version, and while it really doesnt look like its polished yet, there is sooo much potential in this game I think!
I shared your opinion when it came to enclosing my engines. That is until the enemy did it to me, so I decided all bets are off. I also rationalised it as the internal engines point like 25 degrees above and below the hull
Ion protip, always use inputs to outputs in a 2 to 1 ratio. So 2 emitters to one prism. Next level is take 2 of the emitter prism blocks and make it point to 1 other prism. Do not aim four beams directly at one prism, only ever have 2 beams hitting a prism.
Wait... do you mean that only emitters hitting prisms reduce the dmg but not 2 prisms channeling into a third? So when 2 emitters hit one prism for 175% dmg, another 2 hit another prism also for 175% dmg and those 2 prisms channel into a third that one would do 350% dmg? I thought the dmg would be reduced by 4x25% and not 2x25%.
First time watching this channel, but I have a pretty deep knowledge of Cosmoteer (Not to brag of course), and the first thing I'd suggest on your ship is to not abuse reactors. Your ship, no matter what the power suggestion bar says, could be reliably run on as little as two small reactors. Taking them off now would be wasteful though, as your ship is obviously going to expand as time goes on and selling the parts gotten from downgrading these cores would be sold at way cheaper price than they actually cost (A system present to stop people from creating money exploit).
Could you please elaborate a little more on that claim about being fine with two small reactors? Is there anything special you need to do in order to get by with just that (like the layout, crew settings, etc)?
Ah, thanks for the suggestion Nika, I'm guilty of following the (probably very generous) guide about crew / energy, but the more comments I read, the more I realise that if I take the time to optimise the use of energy and pathing for crew that I can run the ship with much less. I'll be looking into that in coming episodes :)
@@ACID_ mean I'm against that, for the simple reason that you'd he pushing against yourself and thusly negating your thrust, even if it's not simulated it'd still annoy me to high hell seeing how much I love it when space games are true to physics
More armor is more weight... and thus slowing your ship. 33:40 - Why not specify the flow of power, so they take from the generators to the nearby stuff and specific capacitors... and from capacitors to the devices near them. That way, they aren't allowed to haul between capacitors. Also, they may not even be hauling between capacitors... they might be grabbing from the right capacitor to put power into the left engine... just because. Another reason to specify power flow. 37:00 - Apparently, engines towards the middle of the ship are more efficient at increasing speed. Not sure how true that is... but with the weight of your ship, I'd be adding another 4 engines at the back to try and get higher speed anyway.
Oh, I realise why the ship is slowing down, I'm just surprised by how much extra thrust is required to speed it back up; haven't played the game enough to get a good feel for the balance between armour blocks and thrusters yet I'm afraid XD Great suggestion about the energy flow though!
I remember in an older version pre Steam build looking into building support fighters for my main cruiser. Just little nuisance ships with one or two primary weapons to draw the attention of my targets guns. It worked great, until you started to run into two and four enemies at a time...
for names i thought around the midpoint of the video about something like the "ladybug" but when you asked later on about the name i think something like "termite" but maybe there are others that can name your ship better owo
Eventually boarding enemy ships will have combat and require weapons... but as of now this is the temporary solution to boarding the enemy crew just leaves lol...
If you’re getting into fleet ops, can I suggest a standardized name for each ship class, as well as the name for the individual ships? This one you have now could be a Dapper Class Artillery Cruiser, and could then have a ship name on top of it. That way, you have a blueprint to go by without having all the ships named the same.
I think a good middle ground on industry/fleet building it to build up a basic design for cargo vessels you keep relatively close to your combat fleet. Low crew requirement, lots of storage space, and you can specialize them for salvaging as much as possible. Could even include some material refinement, basically creating a mobile ship upgrade point. I also think your shield set up is just objectively cooler than armoring up the areas too. It's like there's starwars style hanger bay shields over the thrusters rather than a solid wall. Though maybe an individual basic generator in the back may be a good idea? It certainly reduces the draw on the generators in the front during combat, and functionally you're already primarily drawing on the banks of energy you have stored up in the back there. So this just extends the time you have before the power draw gets out of hand. (Not to mention, if the unthinkable happens they destroy one of the generators in front you can continue to try to run away and lick your wounds with minimal loss to engine function.)
Hehe yeah, easy to miss sometimes (or, rather, I easily miss it... which probably says more about me than the game if I'm brutally honest with myself lol)
....you could always use a second ion prism crystal at the end of the barrel to make a turret again....or you could place the ion cannons in the center of an armoured Hull build a barrel out tonthe edge and place another ion crystal there to give you the turret again and limit the distance to the ion cannons set up the control groups again and limit the explosive reactions to emery fire.
could you be able to add a focus crystal to the top of the lazer cannon to gain the aiming function back, or does that not work. also why not both, like you said a bunch of little mining ships you send out to gather the resources for the turning of the war machine....
@@Aavak with the design it is far enough away that an explosion wouldn't harm the internals of the ship, plus you would still have the "hidden" one to fire.
if you're applying force to an object, an equal and opposite force is acting on you. With no drag in space, shooting a Big F'n Laser will work as an engine. You could try using ion beams pointed at suns as a metal af propulsion system
Be sure to let me know if you're more interested in checking out fleets, or industry in the coming episodes :)
I'd love to see a flying factory with mining and factories, protected by a ship with one massive superlaser ion weapon
I'd prefer industry
I think industry (to create the materials needed for building a fleet?) should be next.
I gotta see both honestly, how am I supposed to decide!? Loved this game in beta and can't afford it right now, so you're my fix :D
Factories are pretty cool tho O_O
I don't know about a fleet (crewing a whole fleet will be an issue considering the requirements for just your main ship), but you may want to create a freighter that you can use to store all the materials that you're salvaging. It will also come in handy when you do start working on industry as ores take up so much space that you need a lot of storage space if you want to do any serious amount of mining.
About half way through, one nice QOL tip I can share: Target an enemy and do the positioning weapon click drag thing, then once you've selected a new firing position, even if you're not in that position, click on that ship menu you used to transfer crew and you'll see "Save Attack Defaults". From now on, all you'll have to do is right click an enemy signal and it'll stick to that position.
This, is AMAZING! Thank you so much for this tip, it's going to save me so much time; I don't even show all the battles in the videos but this is the single most time consuming part of engaging enemies for me right now so it's going to save both on-screen and (so much) off-screen time :D
Oh, man, thank you for that! This game keeps surprising me with it's really smart UI.
I... can't express how much I appreciate this tip. Thanks!
Thank you!
Here’s a tip: right click on the gather/mine button to open up a filter menu. The gather tool will only salvage blocks with the resources you are looking for, so you can disable gathering steel plates and coils, and only gather the more valuable components
haha lol i just wrote the same thing and seconds after i read your message here :D
Oh wow, this is just what I was looking for, thankyou!!
Never knew this! My alternate solution to this has been to set resource limits and also filter the cargo slots. So the gather tool picks up at most X amount of Y, and you’ll always have space for valuable items as well.
A pretty good strategy once you start getting to a high level ship with a very large interior is to segregate your ship into different sections, so one section at the back to power the bridge and thrusters, one in the middle to power the lasers, and one at the front to power shields and other turning thrusters. This stops crew going from one side of a massive ship to the other and instead all the local crew dealing with it. It also means that when an area is destroyed (e.g the shield section at the front) you can still have a small amount of armour to protect the next section.
That's a fantastic idea.
yeah even in the demo after getting ship costs around 1 mil it was almost a necessity
I do like the focus on construction, at least early on, it's such a big part of the game after all.
The building is definitely the heart of the game. The fighting is only to confirm that what you built is awesome xD
I upgraded to control room size and got 8 ion beams rocking bundled in pairs and concentrated in the end following 2 -> 1 rule and my gosh was it fun to see the result cutting enemies in half instantly that I previously was struggling with. But then it's back to the drawing board to improve the battery supply etc. just amazing. I bunked 10 hours already and barely left the starting system.
The Dappernaught would be a fabulous name for a giant ship of death and destruction :)
Here's a new tip for ya: If you use Mining Lasers, while they have shorter range they absolutely destroy enemy structure while just doing a complete salvage job, much quicker than the individual crew can do. This also works in combat, so if you can outspeed them, you can just salvage their ship to bits, not losing any materials to destruction. The best way to salvage is to capture it like you did the cannon platform, then dismantle all the components aside from an airlock hatch (so you get more materials returned, not just salvage materials! It is a bit more actually, not less; not sure what that person was talking about, but you definitely get more materials this way overall because it gives you materials from every type that it's made from rather than just partial materials from salvage, eg. the fissiles; at least that's been my results with experimenting between the two), and then abandon ship and salvage the little remaining structure. Also, careful with having mirror mode always on; you erased the reactor when you were erasing the "cannon" (which was the damaged cockpit), lol.
EDIT: Since you asked, I'm against *full* enclosures of thrusters, but not partial shrouds. The problem with being able to build thrusters that fire exhaust directly into other parts of your ship is that in space, all the exhaust from the engines isn't getting slowed down, so you're effectively pushing against yourself with only minimal reduction in speed for the distance crossed, due to the collisions with space dust and other similar particles. However, if they are far enough away, the exhaust can be both redirected (instead of hitting a flat surface it hits a slope; this drastically reduces the push effect on your ship) and also diffused (directed above and below, rather than strictly backwards from the angle of thrust) to make it possible. It still needs a port to exhaust from eventually, though. Also, you definitely need more side thrusters! I'd remove the point defense on the rear sides (by the engine rooms) and make them side-facing thrusters instead.
Yeah, noticed that in editing, doh XD
@@Aavak Just finished an edit to my post regarding the question of the enclosed thrusters, by the by! And to answer the other question, yes, interested in more episodes. :P I think a smaller secondary ship might be useful, set up for mining, which you can then lead into industry with on a second "ship" aka mobile industry platform, heh.
I consider partial enclosed thrusters to be like warp nacelles of a Star Trek ship, except armored.
@@david2869 Yeah. Warp nacelles themselves are exactly that, partially enclosed thrusters that vent to the rear.
@@KainYusanagi that is a common misconception. Warp nacelles produce no thrust at all. There is a Bussard collector at the front of the nacelle that concentrates and collects hydrogen. The remainder of the nacelle is filled with warp coils that are used to displace the ship out of our universe and into a parallel one with a higher speed of light. The impulse engines still provide the acceleration.
I really like seeing people building bases, looking through skill trees, arranging their ship etc., I have always found it interesting to see the logic process of how they make things.
I just had an idea that you may want to put map markers on the pirate bases you've found (using the button above the mini-map) so that you know what the question marks are. I have often found myself headed straight for one because I've forgotten that I've already been close enough to identify it as hostile, but not close enough to remove the question mark.
Could also be handy if you end up making a hauling/industrial ship so you know which areas to avoid if you're sending it back to a station without an escort
This can be a super fun series, can't wait for the Dark Avaak imperial fleet.
A little tip on roles, make 4 base roles for all your ships. 1 Operators, who operate your weapons, bridge and engines. 2 Mechanics who supply capacitors from your reactor. 3 Engineers who supply power to everything else. 4 Logistics who supply ammo and resources.
This is a pretty interesting crew set up, I'll consider changing things up in a later episode; but I do like the idea of not having defined "I work on weapons" "I work in the bridge" etc roles, and instead just having a "I operate things" role to cover all of them. That's pretty cool :D
Tip with shields relating to what you said early in the video: use them to cover forward facing engines.
Because of the massive exclusion zone in front of all engines you cant reasonably use physical armour to cover all of your reverse thrusters. Shields are great for that task because they don't take up nearly as much space, weight or resources as would be needed to fully enclose a thruster in armour. Plus it usually isn't too difficult to implement into already existing designs because crew needs to be routed to engines anyway so it should be easy enough to squeeze one in behind a thruster group.
You probably already know this by now but,
The reason they weren’t leaving the platform (around 15 minutes into the video) was because there was no way for the former crew to reach the airlock. If you want to salvage a whole ship instead of transferring the last crew over you should select „abandon ship“ this way it’s junk an you can mine it.
Hope this helps 👍🏼
I love how your videos don’t feel staged. As in most UA-camrs plan out how their video will go & feel, but yours it’s usually on the whim. In a very good way, thanks for the entertainment!
Thank you for the lovely comment :D
Daily episodes? Heck yes!
@Aavak Been playing this since it was it's Steam release and I've been *loving it!*
Some tips:
- Get your *reactors* to _near_ the *back* of your ship. One medium reactor popping will *_GUT_* your ship! *Protect* them well, possibly even with *internal armor!*
- You can *right click* the *gather* icon to *filter* what gets tagged for gathering!
- If you *hold alt* when *positioning* your ship, *relative* to another ship, you can *maintain facing* relative to _them_ rather than the _world._ Great for *strafing!*
- You can *hold shift* to *reposition* and *turn* your *ghost ship* for more fine-tuned maneuvering!
- You're only employing *four gunners* at a time to man your weapons, so if you only have *one security (large) bunk,* you'll have *two extra to run energy.* Having 12 crew running guns is overkill for your setup, even accounting for crew losses during combat. You could pack another small bunk in if you're worried about energy/loss, and save yourself some space.
- Crew move at *half speed* through any area that *isn't a corridor,* so having crew *movement corridors* and rooms with *doors* to them will greatly *improve movement speeds!*
- The *gratings/structure* elements *absorb* some *shots, but **_only from enemies!_* so placing them in front of *vulnerable areas* (i.e. guns) is advisable. This will work better than your sawtooth structure while *not restricting your firing arc* as much!
- *ASAP* build a *cargo ship* and man it with *two to five crew* so you don't need as much storage on your main. *Collect with main,* so you have access to full crew gathering, but then transfer to cargo.
- You'll eventually want a few *storage boxes* with just a cargo bay and small bunk *at a station,* so you can *save up* parts for *major redesigns or new ships.*
Would a purely storage vessel be a good idea? Just a massive ship loaded with the biggest storages you can. Maybe some defenses. Instead of having to go to a starbase and sell resources for space and buy it back to build things, you can just store resources here for free.
I'm leaning strongly towards this, aye.
I'm doing this now .. I'm around Rating 10 at the moment and it's working great. It's just a big square with engines on the corners and back/front and small shields lining the edges. The rest is cargo space. I started using it for industry but ended out owning WAY too many missiles, etc. I have a small/medium factory ship that hangs out with it.
having a good time with this one. i enjoy the building process, especially the agonising over space, features, and money. :-D
That's a very nice series :) I had an idea around 8:00. Can you add another prism at the end of the long barrel? This way the Ion beams shoot at Prism #1, which shoots down the barrel hitting Prism #2, which acts as a turret with a considerable firing arc, and even if it gets destroyed, it's sitting at the end of the barrel, so no risk of the explosion destroying valuable components, like the beam emitters. And potentially, if it gets blown off, it disintegrates, not obstructing the barrel, allowing Prism #1 to continue shooting.
A nice idea, may be worth testing to see what the sort of relative explosion sizes are and working out what would be a safe distance for the turret prism to be set at.
Oooh, really smart idea! That gets rid of the really narrow firing arc issue! less aesthetically pleasing in the sense of having the beam just FWOOOM! out of a giant ribbed barrel like a railgun projectile, but definitely more functional!
You could prolly move the shield generators up a little to give some cover to the outer prism. That being said, a bit armour for the outer prism will be a bit necessary in case a ship with Disruptor turrets gets too close. Shouldn’t be a problem for a ship with strong reverse thrusters but it’s never a good idea to have backup armour just in case
@@DatPinkPuffball Disruptors are really weak and should be priority targets if spotted, though. Ion can hit it from further than disruptors can, anyways.
@@KainYusanagi true true. keeping on top of reverse thrusters should stop them, and their short range means their ship needs good speed to close the distance
The thing with Ion Cannons, just like Railguns are they're more suited to be mounted o their own ships; drones or 'bits' like in Gradius, if you want to call them such, so you have more freedom in positioning them outside the enemy's reach while your main 'tank' or meat shield ship draws fire from the target. Also, if you put Capacitors next to a 2-crew rooms next to a power generator NEXT to the ion cannon controls you can set up refueling squads so your cannon can fire 24/7. In fact, you only need a minimum of 6 people to operate a single 2-cannon-into-1-prism Ion Cannon drone ship.
Hey, really like your series, if I may suggest you should add a hyperdrive as it allow your ship to go the stations and the beacons that are on the map instantly. It act as some sort of fast travel and can make all your backtracking to sell junk at the station much faster at the cost of fuel.
Oh wow, that's what the beacons are for! I didn't consider that they could be used within system XD
Bought the game myself a few days ago and can't stop playing... except when checking yt Let's Plays like yours for inspiration. This episode inspired me to try working with Ion Prisms and also to change to the extended control panel for the spaceship. Thank you!
For that firing tunnel from the start of the episode: If you only put the triangles halfway up the tunnel, they will no longer be reducing the firing angle. Their limit would be the same as the tips of the tunnel. You would lose some "layers" of defense, but the coverage would be just about the same.
I recommend "The Dragontooth" for the name of the new ship.
Not only does that armor at the front of the beam keep you safe from your main weapon system going down and exploding, but (arguably) just as important - it looks like a giant mandible.
From AND function?! What a time to be alive!
Don't forget to slap episode numbers on these, I'm glad you seem keen on making this a series.
I'd definitely like to see a few mining skiffs, with or without a tending barge (maybe a smelter?) while your adventurer scoots about.
Finally capacitors. Yes, thrusters can be aiming back at the ship. It makes long designs with thruster pods stuck out along the length extremely useful. Narrow defensive profile without sacrificing offensive ability, as long as the correct weapons are used.
To not feel so guilty, consider that the thrusters pointed back at the ship to be mounted above and below the plane of the hull. Additionally, nothing says the thrusters would be pointing directly aft either. Two thrusters pointing at an angle away from the rear of the ship would still provide roughly the same thrust as a single one pointing directly aft. This configuration would allow any amount of thrusters to be used and provide movement. We only don't use designs like that in the real world due to limitations on energy generation and storage. But I have no doubt that if energy was effectively free, such as it is in the game, then we absolutely would utilize non-, optimal thruster placement.
Quite enjoying this series. The game seems to have a nice feel to it so far.
Thanks for this Aavak, great as always!
More than welcome :)
In cases where you are to leave behind scrap, I'd advise using the marker feature which allows you to identify leftover parts or places you would like to come back to. The marker feature is shown in the bottom right, just above the map display.
Also, just a quick mention regarding using ion beams. It would be far more efficient to have a diagonal ship, rather than what you have now, especially for ion beams. Instead of using 3 ion crystals, you would only need to use one, therefore greatly increasing your destructive capabilities.
I noticed someone else suggest a diagonal design; I'm not ready to jump into that just yet as I feel I'd need a bit more practice with general building before trying to build something like that, but I'll certainly add it to my to-do list, perhaps for a new ship, then I'll can have a side by side comparison which would be fun to build (and watch, hopefully!)
pointing the thruster plumes at each other so they overlap is a way to save that bit of extra room if needed when building internal thrust.
This... gives me an idea. Hmm.
You can call the ship “The Widow”. Similar to how black widow bites burn, the ship’s laser also burns through the hulls of your enemies. Also the acronym WDW could trick your enemies into thinking they’re going to Walt Disney World, which would let their guard down.
One thing that would solve some of your burgeoning area problems is that you can select an entire area of the ship using the selection tool - such as your rear third, or your 'warp nacelle' thruster arrays, and ctl-x, add six or eight rows of corridor, and ctl-v, moving around entire sections of your ship rather than one module or chunk of armor at a time.
You can also change your corridor painter from single blocks to, eg, 1xn lines for painting moving walkways, or nxn (drag-sized boxes) for painting large areas of corridors or armor.
Realy like it, fun to se how you redesign and evaluate the builds ^^
Aavak tbh right now I wouldnt bother with the industrial part of it, you get so much salvage that is will become impossible to sell any where, also I love watching this series has given me a LOAD of ideas for my own designs.
Thanks for the advice mate :)
If you do Abandon Ship instead of just transferring the crew back to your main vessel, it becomes salvageable instead of needing to re-shoot it
I am always impressed with the creativity of people. I always end up with large bricks, heavily armed and armoured. I always struggle with the transition from small to big, too. usually, I do an adequate small ship, based on the starter, then slightly improve it until it is sufficient to the jobs.... and then I want to build a huge ship. I tend to use the thrusters in front aim back and in back aim forwards for relative compactness and protection of the thrusters. in front gives speed and is protected by the heavy frontal armour and shielding. I love shields. I HATE the damned disrupters. I have always HATED them. Shields are meant to be protective, you have to batter them down to get to the juicy inards. disrupters just bypass them, take them off line with a hit or two, and then you're toast. HATE them. So, of course, most every ship above starter levels, has at least one of them. burried deeply so you can not just shoot it first. HATE THEM with a PASSION! lol. Not a great ship architect, it is true.
Enjoying this series, just the way it is. To the point I subbed your channel. Looking forward to seeing the other aspects of the game too
Brought Cosmoteer because of your first episode. Sunk far too many hours into it.
I now have a fleet of 5.
A giant resource hauler/gatherer that is always under staffed
A ion beam ship
A cannon ship that needs work (constantly running out of ammo mid fight)
2 nuke bombers
I cant wait until they add carrier ships and drones... the transforming ships also sounds cool... but i want to build a giant supercarrier as my main ship this will also come with repair drones for repairing other ships... so it would make the ideal capital ship for my fleet supporting the fleet from a safe distance with drones
Someone did the math and said it wasn't as efficient to take over a ship and salvage it? That's fascinating, as I'm playing along with Cosmoteer myself and I found the opposite. I didn't "do the math" per se, but I just saved my gave after I disabled a ship. I then proceeded to scrape it from the outside and saw how many resources I recovered. Then I took it over and salvaged from the inside and, lo and behold, I gained a small but noticeable amount more (or the rarer ones too). I wonder if they changed the salvaging mechanics a bit from when you recorded this video and when I did my test (which was two nights ago)?
Either way, it's good to see you playing this game too, Aavak. I always love your content.
16:38 it is actually much better, though often more difficult, to take out only the weapons and thrusters. This will cause the crew to abandon ship while to cockpit (which requires processors to replace) and reactor are both still intact.
For the purposes of capturing, I'd agree. For salvage, if the cockpit is exposed, more or less? I'd rather go for that instead.
Oh, thanks for the suggestion :D
*slaps an ion prism at the end of the barrel*
It is really fun to see that everything is actually simulated
Love the series, please keep going!
As for the real world, rockets that exhaust directly onto their own ship aren't super realistic. You get your ship's change in velocity from the velocity of the exhaust in a rocket, so a rocket exhausting onto the ship directly would negate the change in velocity. *However,* in the real world you also have an entire extra dimension to deal with! Having a rocket engine that splits the exhaust above and below the ship is definitely possible if you're willing to sacrifice some efficiency. Or even two engines with their exhaust at a slight angle. But both of those solutions would still end up having the exhaust lead outside, so they'd just be exposed from a different angle. Fortunately for you, your enemies in this game are only allowed to attack you from one specific plane, so they can't attack you from those angles.
If it were me, I wouldn't enclose my engines for the exact same reasons as you. The requirement for them to be outside seems like a good game balance based on real physics. But it is ultimately a game, and one that's not the most realistic overall. For instance, the game uses drag in space to create maximum velocity under constant thrust. That's suuuuper unrealistic, but it's a shortcut a lot of space video games take to make a game more accessible.
So play how you want, Aavak. If you want internal engines, you can rest assured that there are feasible scenarios where that might work in the real, three dimensional world. If you want only external engines, then rest assured that you're allowing your enemies very realistic access to your engines they'd have in any three dimensional world.
Yayyyy. I watched the last EP last night. Wanted more. Happy you already uploaded this morning. I like seeing progression.
Glad I was able to provide in that case :D
More! I personally would think a fleet would be better able to handle industry but then again maybe a 'mothership' will be the fun way!
This advice moreso applies to larger ships, but the principle is still useful for smaller ships.
You ideally want the crew maintaining a component to be AS CLOSE as possible to that component. And you also want them to be getting batteries from Energy Storage, and NOT Reactors. Reactors generate batteries, yes, but they cannot STORE that many. And they are vital and explosive components that need protecting, and therefore you probably want them AWAY from the systems that need powering.
The solution?
Have a select few crew that are DEDICATED to supplying energy storage with batteries, and let your other crew roles take batteries from those storages.
Minimizing travel distance, even if it’s just by a tile or so, is also a very important thing. A good ship layout that allows crew to efficiently move supplies can be the difference between life and death. And a good crew layout with dedicated tasks can be the difference between a risky battle and a landslide victory.
Thank you for this wealth of advice, I can already think of ways to apply it!
I'd love to see some of the industry gameplay.
Aavak .... just a suggestion ... you COULD possibly build a Resource Hauler/Factory Ship ... lots of storage and industry buildings with command and energy as needed and only enough beds for running the ship ... I THINK you can get a tractor beam to pull it around .... and if you build a Tug/Miner it could move it around while your combat ship still runs around destroying things ... again just a suggestion and love what ever you decide to do with it ^___^
Aavak (about the video) : "There's going to be some pretty-pretty savage cutting going on"
Crew of the enemy ships (not about the video) : "You don't say"
Loving the building sections, really helped me out.
Super glad to be of service!
Great game! personally enjoy seeing the building elements.
Played it when you showed it off years ago and was super surprised to see it come back! glad it did I'd like to see how the industry is in this! great vids as always Aavak
You should know that crew members walking through rooms move at half speed, so you should not block access to critical systems with a storage room. Give them an access corridor to get there.
Ah, thanks for the suggestion!
Turning the defence platforms into a miner and storage yard may be a good use for them.
This is a pretty interesting idea :D
Ship Name ... Crisper Crab ... looks like a Crab from hell and boy does it crisp the other guy
Loving the series and looking forward to more to come
you can press the people management tab and in there specify what reactors are allowd to power what devices, that way you can reduce the walking time to disallow far reactors to walk all the way down or capasitors to fill other capasitors
I like to watch you build the stuff helps me see how and what I can’t do with mine
...Could you put a second firing crystal at the tip of the "barrel" to get the full use of the firing arc but have it away from the core of your ship? Then you would have the core crystal in the back to keep firing as a backup?
Edit: Just got to the next video... lol?
I've not had any trouble with crew fighting the walkways, they just cross without any trouble it seems to me. My ship is about 15 of the 4x4 storage bays long and i have a walkway going both ways almost the entire length past many doors and rooms and they jump on and off and cross over anywhere they want without being carried in the designated direction.
Aavak "lets get the sensor array to check the range of the ion prisms", buys said blueprint and forgets to put in with at least 5 different build sections. Total aavak moment.
(Secretly, it's because I have nothing to balance the asymmetry XD)
😍love this series ive been play cosmoteer for years and cant wait to but the full version thank you for covering all this
6:20. I have a secondary crystal at the tip. that way I can aim anywhere and if it's destroyed the second one hopefully would take over. As for the shield, the problem I find is that enemy disruptors will target the closest shield generator and basically your are done. I went back to overlapping smaller generators. adding sacrificial generators to the edge of the ship for the AI to waste it's time and ammo on.
Quick Tipp. You can right click the gathering icon and setup filters for what you actually wnat to gather and what not ;)
I like the building and design side of things. I think it'd be interesting to see you veer into heavy industry- mining laser small ship fleets and stuff would be neat, with a single huge sluggish cargo vessel, or even your own station or something.
Loving the series. I'm not sure it's worth doing the four ion into one beam configuration. You're currently getting 1.5x the damage of a single ion for double the space. With the four into one (as described with two pairs of two into one, then merging those two into one) you'll get 2.25x the damage of a single ion for quadruple the space. Instead, you could slightly stagger the focusing crystals to give you two double ion beams in just slightly more space for 3x the damage of a single ion.
EDIT: I misunderstood how prism combination penalities apply, see Aavaks reply below for how they actually work. They're much more worthwhile when combined than I thought.
I think your math might be a bit off; each extra ion into a single node drops damage by 25%; so right now we have two 100% ions firing into single paired prisms (no loss) then merging into a single firing prism (1 at 100%, the other at 75%) giving 1.75 ion's worth of damage for 2 ion's worth of space.
Adding two more ions to this setup will change the math to: each ion pair outputting 1.75 ion's worth for 2 Ion's space, merging into 3.06 ion's worth (1.75 at 100%, then 1.75 at 75% = 1.75 + 1.31)
Of course, I could still do as you suggest, getting 3.5 ion's worth of output out of two beams. At that point it comes down to a choice between concentrated fire with a narrower firing barrel or twin lasers with more exposed firing barrel. Or simply put, better defence, or better offence? I think it would come down to a case by case at that point and everyone will have a different leaning I imagine.
@@Aavak Ah I misunderstood one of my basic assumptions. I thought it was stacking 25% penalties, i.e. each prism where two beams met were reducing the total effiency of the output by 25%. The community agree with your reading so I will withdraw my comment and thank you kindly for the correction.
The game has come a long way since I last played! I will certainly have to pick it up again.
The ship is starting to feel like a Scarab or something similarly named. As for editing preferences, I like uncut when you are presenting a new feature or design philosophy, but the pottering about can be cut out or then use a nice (although maybe time consuming in post) sped up montage. As for what kinds of things to do, I'm interested to see how space mining works. Strike the 'roid!
Rock & Stone!
This is such a silly game that is quickly becoming one of my favorites ever, right up there with JA2, UFO apocalypse, Total Annihilation, to mention a few. Easy to learn, hard to master.
On a side note, you can customize every slot in storage rooms to hold a specific ware. If you have no storage left for something specific, the dudes will just ignore it. Like cannon ammo.
if you want a new name for the ship, I suggest Dappernaught!
Would it make sense to add another ion beam crystal towards the prow of the ship, just peeking beyond the tip of the armored channel? Gives you the ability to direct your beam properly, at least until it gets shot down. _But_ that won't disable your weapon at all, just set you back to the point where you are at currently, being able to only shoot straight. Expensive if it happens a lot, but if _that_ happens a lot, you have other problems 😂
never mind, Thomasz has posted that idea an hour before me (and others probably even earlier than that)
@Aavak @46:14 the ship kinda looks like a scarab beetle now, so for it's new name if you want simple "Scarab 1" works otherwise a nice Egyptian name along that line of thinking would work.
love the building front and center
I tried out the demo again thanks to awesome vids like this, and started loving it more. (The controls are a big turn off imo)
at 31:00 you start talking about recessing your thrusters, it reminded me of my take which took it to an extreme. I basically had a giant rectangle (will make a more UFO vibe when I buy it), and all the thrusters were on the inside. So It had massive maneuverabilty, and 100% of the thrusters were protected from every angle with armor.
Sadly I ended up getting blown up because I got greedy, and decided to salvage a ship i demolished inside enemy territory, and they jumped me with 2 ships, while 0 workers were charging the shields >.>;
I really am excited to try the 'full game' version, and while it really doesnt look like its polished yet, there is sooo much potential in this game I think!
Oh u dont need doors to go to the thruster when they are next to a engine room
I know, I mention that, but I then asked if you need doors to put out fires in a thruster or not?
I shared your opinion when it came to enclosing my engines. That is until the enemy did it to me, so I decided all bets are off. I also rationalised it as the internal engines point like 25 degrees above and below the hull
Man, let me say something. The engines inside the ship? I don't care it's cheesy it's actually super cool and makes some really neat looking designs.
No argument there, they do look awesome.
Ion protip, always use inputs to outputs in a 2 to 1 ratio. So 2 emitters to one prism. Next level is take 2 of the emitter prism blocks and make it point to 1 other prism. Do not aim four beams directly at one prism, only ever have 2 beams hitting a prism.
Wait... do you mean that only emitters hitting prisms reduce the dmg but not 2 prisms channeling into a third? So when 2 emitters hit one prism for 175% dmg, another 2 hit another prism also for 175% dmg and those 2 prisms channel into a third that one would do 350% dmg? I thought the dmg would be reduced by 4x25% and not 2x25%.
I'm loving this series so much!
The new ship design feels very "Scarab" to me. :3
15:57 Been wondering how to jettison cargo!! Now i know, thanks :)
You're welcome :)
First time watching this channel, but I have a pretty deep knowledge of Cosmoteer (Not to brag of course), and the first thing I'd suggest on your ship is to not abuse reactors. Your ship, no matter what the power suggestion bar says, could be reliably run on as little as two small reactors. Taking them off now would be wasteful though, as your ship is obviously going to expand as time goes on and selling the parts gotten from downgrading these cores would be sold at way cheaper price than they actually cost (A system present to stop people from creating money exploit).
Could you please elaborate a little more on that claim about being fine with two small reactors? Is there anything special you need to do in order to get by with just that (like the layout, crew settings, etc)?
Ah, thanks for the suggestion Nika, I'm guilty of following the (probably very generous) guide about crew / energy, but the more comments I read, the more I realise that if I take the time to optimise the use of energy and pathing for crew that I can run the ship with much less. I'll be looking into that in coming episodes :)
I enjoy the building parts and much as the fighting, all part of the game.
Really enjoying the series! Be interested in seeing a little fleet play?...that sounded better than it typed out.
Since air resistance is no factor I would love to see a ship "The Brick" in an future video :D
With everything inside thrusters and all ..
@@ACID_ mean I'm against that, for the simple reason that you'd he pushing against yourself and thusly negating your thrust, even if it's not simulated it'd still annoy me to high hell seeing how much I love it when space games are true to physics
WOOOOOO!!! I'm so excited! Thank you
More armor is more weight... and thus slowing your ship.
33:40 - Why not specify the flow of power, so they take from the generators to the nearby stuff and specific capacitors... and from capacitors to the devices near them. That way, they aren't allowed to haul between capacitors. Also, they may not even be hauling between capacitors... they might be grabbing from the right capacitor to put power into the left engine... just because. Another reason to specify power flow.
37:00 - Apparently, engines towards the middle of the ship are more efficient at increasing speed. Not sure how true that is... but with the weight of your ship, I'd be adding another 4 engines at the back to try and get higher speed anyway.
Oh, I realise why the ship is slowing down, I'm just surprised by how much extra thrust is required to speed it back up; haven't played the game enough to get a good feel for the balance between armour blocks and thrusters yet I'm afraid XD
Great suggestion about the energy flow though!
I quite enjoy watching building
I remember in an older version pre Steam build looking into building support fighters for my main cruiser. Just little nuisance ships with one or two primary weapons to draw the attention of my targets guns. It worked great, until you started to run into two and four enemies at a time...
cant wait until we can build actual carrier ships... and i can build a giant supercarrier that will be fun..
I just bought the game due to your series. So keep it up.
Will do. Hope you enjoy the game :D
46:36 This definitely looks like some kind of horned beetle to me. Perhaps a scarab?
for names i thought around the midpoint of the video about something like the "ladybug"
but when you asked later on about the name i think something like "termite"
but maybe there are others that can name your ship better owo
Eventually boarding enemy ships will have combat and require weapons... but as of now this is the temporary solution to boarding the enemy crew just leaves lol...
Ah, that's cool to hear!
If you’re getting into fleet ops, can I suggest a standardized name for each ship class, as well as the name for the individual ships? This one you have now could be a Dapper Class Artillery Cruiser, and could then have a ship name on top of it. That way, you have a blueprint to go by without having all the ships named the same.
I think a good middle ground on industry/fleet building it to build up a basic design for cargo vessels you keep relatively close to your combat fleet. Low crew requirement, lots of storage space, and you can specialize them for salvaging as much as possible. Could even include some material refinement, basically creating a mobile ship upgrade point.
I also think your shield set up is just objectively cooler than armoring up the areas too. It's like there's starwars style hanger bay shields over the thrusters rather than a solid wall. Though maybe an individual basic generator in the back may be a good idea? It certainly reduces the draw on the generators in the front during combat, and functionally you're already primarily drawing on the banks of energy you have stored up in the back there. So this just extends the time you have before the power draw gets out of hand. (Not to mention, if the unthinkable happens they destroy one of the generators in front you can continue to try to run away and lick your wounds with minimal loss to engine function.)
Yeah, it was quite accidental but once I noticed the way the shield curve fit with the armour I was very happy to keep it that way!
37:48 You have to press the Initiate Trade button to actually sell anything
Hehe yeah, easy to miss sometimes (or, rather, I easily miss it... which probably says more about me than the game if I'm brutally honest with myself lol)
New ship design looks like a Scarab or some other kind of beetle.
Also, I'm in for fleets or industry. Both are intriguing.
....you could always use a second ion prism crystal at the end of the barrel to make a turret again....or you could place the ion cannons in the center of an armoured Hull build a barrel out tonthe edge and place another ion crystal there to give you the turret again and limit the distance to the ion cannons set up the control groups again and limit the explosive reactions to emery fire.
could you be able to add a focus crystal to the top of the lazer cannon to gain the aiming function back, or does that not work. also why not both, like you said a bunch of little mining ships you send out to gather the resources for the turning of the war machine....
I think the prism at the top is a pretty solid idea :)
@@Aavak with the design it is far enough away that an explosion wouldn't harm the internals of the ship, plus you would still have the "hidden" one to fire.
videos are good ⭐️ ⭐️ ⭐️ ⭐️ ⭐️. On the topic of inner thrusters you could assume their angled out some kind of port.
if you're applying force to an object, an equal and opposite force is acting on you. With no drag in space, shooting a Big F'n Laser will work as an engine. You could try using ion beams pointed at suns as a metal af propulsion system