For points, I put everything into "Size" > "Speed" > "Maneuverability" > "Durability". Size for max fighter in minimal hanger. Speed for getting fights quicker and catch up enemy. AI don't really try to outrun your fighters, but PvP can easily out run fighters. Maneuverability for quicker attack runs (maybe? I cannot tell.) and return to hanger faster (i.e. you want to retrieves your fighter quickly as you are losing a fight and want to jump out of the sector quickly). Durability. AI don't attack your fighters with much or even at all. Note: 1 Hanger only scramble 1 squad after another. Multiple hangers can scramble multiple squads at once. The ability of fighter dodging anti-fighter fires is in the pilot's level (level 1, level 2, level 3). I am not sure if this is true. I only have read this on Avorion wiki. If you can build more hanger space, then you can prioritize "Size" for last.
Nice coverage of the process. Love this game, so glad I came back to it after it launched. One thing to note, you can build the fighters on mines or stations. I was hung up on the production starting, then came across that you have to have additional crew to begin production, not pilots but crew. If you have 0 extra crew, the production will halt. Looking forward to more vids!
I would never buy fighters because the fighters you can buy all suck. Also I would never use 'ship designs' for fighters because of one major thing you left out. Fighter designs can ONLY be made up of 200 blocks or less. That is something people should be aware of long before trying to make a fighter. It would really suck to spend many hours designing a cool looking ship you want to turn into a fighter only to find out later there is a block limit on fighters. If you make a design just to be used as a fighter it doesn't need to even have engines or thrusters or be functional in any way. You can leave all that stuff out and use the 200 block limit on just making a cool looking fighter design. That is why it is always best to make designs specifically for fighters instead of using a ship design.
It was good. But you might have mentioned that each ship can have only ten wings. The equation then becomes bang for the buck. 120 of the biggest, baddest fighters you can get. A carrier would then be mostly defined by the hanger necessary to accommodate them.
There is a specific Xsotan subsystem that will "give" you 1200 pilots meaning you won't have to worry about hiring/paying their salary/death of pilots in fighters It would be logical if it is dropped by the AI but i do not remember the specific number it is
I currently do not own this game, but I have two questions: 1. Can you have multiple ships in one battle, and if so - how does it work? You bring them all in one system and operate by switching via menu tab? 2. Can you order fighters to repair another ship?
You conmand your main ship in a sector, any ship not being controlled by you needs a captain, you can give orders to the captains of any ships in any sector so you can order them to mine or you can order them to patrol or more likely escort you to a battle and they will fight independently with you, I don't know about repairing other this though
1. Yes. Build couple of auxiliary ships. While piloting your main ship, select your auxiliary ship "one at a time" and order the command "Escort". Assuming your main and auxiliary ships are in the same coordinate (i.e. sector, location, etc.). To double check which auxiliary ship has ordered to "Escort" your main ship, fly around and you should see the auxiliary ship following your trail right behind you. When you jump to another sector, the auxiliary ships will jump with you automatically. When you arrive in another sector, the auxiliary ships will jump in immediately. If not, then the jump range of your auxiliary ship might not be far enough to make the jump, in which case, would be left behind in the origin sector. In battle, the auxiliary ships will follow you and only attack enemy close to you or attacking you. If you want your auxiliary ships to attack ALL enemy automatically, then select each auxiliary ship and order "Attack Enemy". If you want your auxiliary ships to attack ONE or SELECTED enemy, then select each auxiliary ship and order "Attack" on SELECTED enemy. In summary, "Escort" will act like bodyguards automatically. Follow you anywhere, jump together, and protect you when need be automatically. "Attack Enemy" will seek out ALL enemy in the sector automatically. "Attack" will seek out SELECTED enemy in the sector automatically. 2. Fighter "with repair turret" will repair your ship, another ship, another station in the sector. From closest to farthest. OR repair the selected target. WARNING: fighter "with repair turret" takes a LONGGGGG time to repair. I personally find it faster to jump to closest repair dock for repair with a fee. Best $25 dollar I spent this year for this game LOL. To skip the headache of losing your fleet and hundreds hour of work, I turned on infinite resources to test out ship designs, turret systems, fighter systems, mining, etc. There is no save option, unless you make a backup of the "galaxy" file in AppData folder of Windows.
Trinium flight pod templates with assembly blocks and crew quarters. Any higher material is just making it too fancy. Modular flight pods enable any of my old ships to carry fighters when needed.
Missed one key information and it's the one i'm after: when designing a ship model to use as a fighter do you need engine, generators, shield generators and the like and if so how do they affect the fighter in the end?
I know I'm late to the video lol, just got into the game a week ago, I picked this video because I wanted to build the best Freighter/Carrier, like a cross between freight liner and aircraft carrier, covered in automated guns for point defense. do you have any other styling and building tips or videos that I could check out?
Yes they are the resources. In the Hangar tab of your ship it will explain what material you need to build a specific type of fighter. If you're just building a ship then you need that type of resource (for example titanium) to build your craft from that material if you want to.
I have a question. I am new in Avorion and recently reached Xanion. I have about 10.000.000 Credits, 1.000.000 Trinium and 280.000 Xanion. Is this enough to build a big ship (about 2-3km long) or do I have to collect more money and resources?
It depends on how you're going to build it. Components like jump cores and computer cores can ramp up your cost very quickly. You can just start building and see how far you can get.
Scrap a fighter: drag it out of the fighter wing. Move to a different carrier: Get your ships/station to close to 2km. Select the other ship as a target. Transfer crew/cargo/fighters. Click the fighter wing you want to move from the Fighter tab.
To be honest stealth In space I always I like To have a 1 assault carrier Or a big hybrid design can lunch heavy fighter 0/500 or others Or make carrier like giant drop ship with 5 hanger with weapons
The game automatically saves blueprints of your ships intermittently. If you want to make sure it's saved as a separate file then hit the Save button on the left of the screen.
No. Thrust to weight ratio is still important. If you're trying to move 10.000 tons or 100.000 tons with the same thruster then it will definitely make a difference in your acceleration.
Ya I play on reforged eden mod for galactic survival? Names kind wluting me. Reforged eden mod is very popular. I'll make massive living ships and travel around. Since is basically a space station u can imagine the underside thrusters are alot and massive. 99% of planets no issue. But he'll planets have an extra dense/heavy rock ppl need and I have to do some magic with my highly modified ship to get back in orbit. Weight don't matter... till it does