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How To Move Technology Between Ships Nms

Foreword

When I first jumped into the earth of buying frigates and sending them on expeditions, I didn't really know what I was doing - only subsequently I realized that I could accept spent my money much better! After several days of trial and error punctuated past squinting at my spreadsheet, now it's making sense. In hindsight, I probably wasted at least 20 million units on ships I probably wouldn't take purchased knowing what I know now. In this guide, I hope to share some of my insights to help others avert making like costly mistakes!

Basic Considerations (Beginners Commencement Here!)

Frigates come in v types (Combat, Exploration, Industrial, Merchant, Support), and each has up to 5 slots for traits that either buff or debuff your ship's stats and abilities. Frigates are deployed in groups of up to five ships, with 4 types of Specialty missions and "Full general" missions. Speciality missions should include 2-4 proficient ships of that specialty type and a Back up ship (to reduce fuel costs), while General missions should include a mix of one of each of the 4 specialty types and ane Support ship (again to reduce fuel costs).

Each of the first four ship types has a specialty role, and ever uses the start of their five avalable Trait slots to requite a +15 heave to their master role (Gainsay for Combat, Exploration for Exploration, etc). Support Frigates practise not get a +fifteen boost to a specialty stat, but instead ever showtime with a -xv trek fuel cost (i.e. their "specialty role" is supporting other ships in their specialty roles past reducing their fuel costs!) More on Fuel Costs beneath...

You lot can have a maximum of 30 frigates in your fleet. To cover all possible mission types, you will want at least iv-five of each specialty send type (peradventure as many equally seven eventually) and 5-seven skilful back up ships. Every 24 hours, 5 new missions volition spawn, each of which you can assign upwardly to five of your Frigates to endeavor. Missions are rated in terms of difficulty with one to three stars, and also accept a distance to be covered in lite years (LY) and duration. Some missions last longer than 24 hours, so if you assign a fleet to a long-term mission, they may still exist out of port when new missions spawn.

Dut to this potential long-term mission overlap, you will want to keep some vessels in reserve, either by filling up your fleet roster, or by assigning less than 5 frigates per mission. Careful planning and efficient scheduling will allow yous to assign two or three specialty fleets of the same type if doubles or triples of that type are offered, or put together a diverse armada for a Full general mission. Yous may also desire to keep a spare Combat Frigate to escort your Freighter, as it will aid you lot if you become attacked in your starship (at least while you're in the system where your Freighter is, anyway).

Fuel & Expendables - What You Need to Know

Bated from the initial purchase price of your Frigates and potentially the material costs of repairs to ships damaged on missions, the main costs associated with running an expedition are fourth dimension and fuel. With good preparation, fuel costs can exist managed or minimized to reduce the amount of time you'll need to spend mining asteroids and manufacturing fuel canisters for your hungry vessels!

Fuel Cost / 250 LY: Each frigate has a base fuel cost rating expressed in tons of fuel used per 250 LY traveled (this stat is not shown in the fleet management spreadsheet, just visible when purchasing / inspecting an individual ship). Nearly frigates take a base fuel rating of viii-12 per 250 LY; Support ships accept a base fuel rating of two-v per 250 LY. All other stats existence equal, frigates with lower (more efficient) base fuel ratings are more desirable, every bit it will take less fourth dimension mining Tritium and Dihydrogen to fuel them.

The best strategy for managing your overall fuel costs is to limit your purchases to Frigates that have low base fuel costs (viii or 9 for Combat, Exploration, Industrial or Trading vessels, ii-3 for Support) and Support vessels that have big total fuel reduction bonuses (endeavour to buy ones with a -9 Fuel Price positive trait!). By avoiding purchasing "gas guzzlers", and having excellent support ships, 1 tin greatly reduce fuel costs, though all non-Support ships have a minimum mission fuel cost of 50, no matter how efficient you are (details on that are bachelor in an Appendix at the end if you're interested).

Expendable Freighter Items Explained

When assigning fleets to expeditions, up to 3 slots are available for expendable items for that item mission. In these slots, you lot can install an item to give a +10 boost to the fleet's full traits. These items can exist crafted once you lot've caused the Blueprint from a Manufacturing Facility or Operations Center. They also driblet randomly when destroying pirate or Sentinel fighters in space (you'll need to fly most the debris from the destroyed fighter to collect it).

A list of the types of expendables, the bonuses they provide, and their materials cost follows:

  • Explosive Drones (+10 Combat) = Walker Brain + Gold (50)
  • Fuel Oxidiser (-10 Fuel Toll) = Quad Servo (2) + Gold (50)
  • Holographic Analyser (+10 Exploration) = Oxygen Filter [Oxygen (90) + Pure Ferrite (30)] + Aureate (fifty)
  • Listen Control Device (+10 Trade) = Sodium Diode [Sodium Nitrate (40) + Ferrite Dust (xl)] + Gold (50)
  • Mineral Compressor (+10 Manufacture) = Cobalt Mirror [Ionised Cobalt (50)] + Gold (50)

Each of these expendable items require Gold, which should exist plentiful if you've been mining asteroids for Tritium for fuel (and Silverish for upgrading your Freighter). However, while the Exploration, Merchandise and Manufacture items tin be produced only from gathered resources, the Gainsay and Fuel items require you to collect items from the blue cylindrical "combat supplies" dropped past destroyed Sentinel Quads and Walkers, respectively.

Fortunately, this is the only use for Quad Servos (so if you lot've been saving those wondering what they're for, now you know). Likewise, Walker Brains are used for Conflict Scanners, which you'll only demand one of per Starship. You'll have to generate three stars worth of Sentinel Aggro before Quads start showing upward, and iv or five for Walkers. Quads weak bespeak is the glowing red push in the rear - if you're having trouble with Walkers, you tin accept off in your Starship and strafe them with your cannons, and so land and selection up the boodle.

If you lot're hunting Sentinels for parts for Frigate expendables, call up: if you generate enough stars of Sentinel aggro on the ground, when you fly to space, Sentinel fighters will attack you lot (and if you win, they'll ship reinforcements - and keep sending them if y'all keep winning...). If you want to avoid this, but run or hibernate somewhere on the planet's surface and allow the Sentinel force to deactivate earlier launching to space.

Frigate Traits - The Good, the Bad, and the Useless

Exclusive Speciality Traits: Ships of the different types have access to unlike traits - importantly, specialty ships have access to high-powered traits exclusive to their specialty, that tin can give up to +6 towards their primary stat (there are too two exclusive +4 buffs and two +2 buffs available to specialty ships for their principal traits). For example, a Gainsay transport can have a Cloaking Device and/or Tremendous Cannons which each requite a +half dozen to Combat, the highest possible stat bonus.

"Off-Form" Traits: Ships of a given specialty sometimes come with beneficial traits that buff "off-stats": for example, a Combat Frigate might have Robot Butlers (+3 Trading). Interestingly, for Gainsay traits, the highest off-class buff a non-Combat transport can get is +4 (and each ship type but has access to one +4 Combat trait). Other off-course traits (Exploration, Industry, Trade) bachelor to other ships max out at +iii each, but there are two traits available for each cross-class specialty (so a Combat Frigate could have Robot Butlers and a Well-Groomed Coiffure for two +3 Trading buffs, but no +4 Trading buff is available).

Off-Course traits tin be adequate if they're high-end. They may appear on some of your favorite ships as they level up, or y'all may get a ship with one if you can't afford to be choosy and it's non otherwise a deal-breaker. Especially at college levels, specialty ships with Off-Class buffs should be assigned to Full general missions; if their off-form stat is loftier enough, they can fifty-fifty "fill a hole" in an expedition of a different specialty past padding the total bonuses out to get an extra star on your fleet rating (thus being worth the extra fuel toll to send the ship and perchance prevent damage).

Beneficial Fuel Cost Traits: While all Support ships start with a base -15 Fuel Price trait, these ships besides get exclusive access to the best Fuel Cost traits (two each of -ix, -vi, and -three). Other types of Frigates can have traits that reduce fuel costs (-ii, -four or -half dozen per trait) as well, but IMO this is a waste of precious trait slots, and should be avoided in purchases. Ideally, you lot'll want a Support ship to have low base of operations fuel cost (ideally ii), and several high-value (-9 or -6) Fuel Toll traits (theoretical maximum = cyberspace fuel cost reduction of 43!).

Fantabulous Back up ships are essential for keeping fuel costs low. A "perfect" S-grade Support transport with both -9 and both -6 fuel economy traits for the maximum -43 fuel reduction vitrify can well-nigh totally first the fuel costs for even a fleet of four gas-guzzlers! A decent Support send with at least a -24 to -27 rating tin can almost totally get-go the costs for a fuel-miser armada, or more often than not offset the cost for a fleet of gas guzzlers. As you tin see, solid Support ships are a groovy investment!

On the other hand... don't permit a positive fuel price trait blind you to a "gas guzzler"! Call back to also compare whatever positive fuel cost traits versus the transport's base of operations fuel cost! A Back up Frigate with a 5 base fuel cost and a -iii fuel efficiency trait is worse than i with a ii base of operations fuel price and no additional fuel toll traits - the slot used for a weak trait to offset the poor "gas mileage" could be filled with a useful trait instead! Fuel economy traits on specialty ships are OK (especially if -6!), but honestly I'd adopt my other frigates to have primary stat buffs, speed buffs, off-class buffs, or damage resistance buffs (in that gild) before fuel economy.

Utility Traits: Other than Fuel Cost, there are ii general types of utility traits - Speed % and Impairment Reduction). Speed % buffs run from 1-3% and are skilful for all transport types, merely mostly useful for long-term voyages where they will exist more effective! For example, a fleet with a total of 15% in speed buffs will shave nine minutes off each 60 minutes of mission time, so a 10-hour mission will be reduced to viii.v hours.

Impairment Resistance Traits:Some ships have Traits that provide Impairment Resistance which tin apparently reduce the damage taken by a given ship - it's uncertain how effective this protection is (more testing needed - comments much appreciated!). As it is possible to take more than one Trait that confers Damage Resistance to a ship of a given specialty, it is likely that a single Harm Resistance Trait will only mitigate damage vs. eliminating it entirely. Damage reduction is less of import if you're sending well-prepared expeditions (1-2 stars above mission rating), so you may non need it (and prefer other traits instead).

*note, I'm still testing mission speed vitrify traits: they seem to be bewitched and non providing a bonus as of Sept seven 2018*

Negative Traits / Debuffs: A frigate tin can have iv negative traits: these traits fill up 1 of a send's 4 trait slots, and are shown in cherry color (and indicated by a ruby bubble in the Fleet Management spreadsheet). They volition somewhen go away as a send levels up, simply should exist avoided when selecting ships to recruit for your fleet. IMO, the worst negative traits are those that interfere with the ship's principal stats or make it less fuel efficient!

Note: Since negative traits disappear afterwards leveing, if you need a ship of a certain specialty to make full a hole in your ranks, and it has attractive traits and a low natural fuel cost, but has a minor (+2 - +iv) bad fuel cost trait, it is probably a proficient idea to pick it upwardly and put up with the extra fuel cost for a while. After all, once she grows upward, she'll lose the bad trait and bear witness her natural efficiency, and may supercede it with a prissy trait besides, if you're lucky!

Selecting & Recruiting Frigates

Recruiting Raw Talent: Most recruitable frigates yous encounter will exist C or maybe B-class, which will have peradventure 1 or 2 vitrify traits and 1 or two debuff traits (which will be eventually outgrown and replaced with buffs), with the other slots open. These ships more often than not volition cost somewhere betwixt 2 and 3 million Units, usually no more than 2.five million.

An first-class and relatively inexpensive "diamond in the rough" would be a C-grade ship with its first trait in a +6 for its primary role (or -9 Fuel Cost if a Support ship) and iii empty slots to abound into (or perhaps a negative trait with a debuff that doesn't matter to the class of the ship). Of form, a send with two really skillful traits already locked in is even improve...

How to Know if an A-or-Due south-class Frigate is Worth the Cost: S-class Frigates can toll upward to 9 million units apiece! To be worth the expense, an ideal South-class Gainsay, Exploration, Industrial, or Trading frigate should have its traits in high-stop buffs for its specialty (preferably both +6'south), depression base of operations fuel cost, no buffs wasted on "off stats" (unless you lot're looking for a rounded vessel), and mayhap 1 or more good utility traits like Speed % or a -6 Fuel Cost.

Call back also: a high-class ship is "pre-leveled" - when a ship levels, it gains 1-2 points in each stat, and an S-Class frigate has viii "level ups" of stat points (A-Form = 7, B Class = 6, C-Class = 0-5). This means an S-Class frigate may have natural stats anywhere in the range of 8-sixteen, normally somehere in the center. While you're shopping, try to go along an centre out for lucky ships with freakishly high stats!

Examples:

A perfect South-course Combat frigate would have base of operations Fuel cost of 8, and +15/+6/+6 Combat stats (+27) added to its freakishy high xvi natural Combat stat points for a total Gainsay bonus of 43. Remaining 2 traits could be +3% Speed, -six Fuel Cost (or a 2d 3% Speed trait!) for efficiency, or dump both to +4 Combat traits to push the natural specialty rating of one send to 51!

The aforementioned concepts apply to ships of other specialties (Exploration, Industrial, Trading) as well.

A perfect South-class Back up frigate would have -15/-ix/-nine Fuel Price stats and ii three% Speed traits, and a base of operations Fuel cost of ii. This would reduce a given armada'south full fuel costs by -31 tons of fuel per 250 LY and speed upwardly missions past 6%. Alternately, an all-fuel toll buff Support frigate could have -15/-9/-9/-6/-six and 2 base of operations fuel cost for a maximum possible total fleet fuel reduction of -43 per 250 LY!

Biting the Bullet: Sometimes, especially early on on when you're nevertheless scrounging to build your fleets, you lot may be tempted to purchase a mediocre ship (high fuel cost rating, inconvenient negative trait, positive trait spent in an off-stat etc). Perhaps you've simply had bad luck finding recruitable ships of that class, period, and yous want to fill up an available mission that requires them. In such a case, you'll have to go to space with the fleet yous have, not the fleet you desire.

If yous're actually using the ship, and are able to complete a task force and consummate more missions because you lot accept it, a 2-iii meg expense is probably justified. Afterwards all, a mediocre ship will eventually pay for itself (and its eventual replacement) if it's going out on missions, and with luck, as it levels up it may shed negative traits and gain (hopefully excellent and relevant) positive traits.

Avoiding Lemons: A "lemon" of a Frigate is a frigate that is already leveled upwardly (B-to-S course) and has weak or useless buff traits paired with a loftier fuel cost. For example, a "Combat" send with 12 base fuel cost, either no Combat traits after the initial +15 (or weak Gainsay traits), other traits wasted on off-stats similar Trading or Industry, and maybe even debuffs (worst type = those undermining its primary role or calculation fuel costs!!!). You should avoid wasting your coin on ships with no more room to grow, specially if it already grew in the wrong direction!

Example of an Southward-Grade Lemon: When I kickoff started purchasing Frigates for my fleet, I was very eager to become ships for missions, and made the mistake of focusing on finding B-to-Due south form ships (and got a bunch of "BS" accordingly), not paying attention to the traits and fuel costs. As a upshot, when I stumbled across my first Due south-class Support Frigate, I jumped to buy information technology before I realized that its traits were terrible! Behold, the SVS-5 Valdez:

This send is a perfect example of what non to get: high fuel toll, traits wasted in off-stats (none of those juicy -9 Fuel Price traits exclusive to Back up Frigates!), and worst of all, I paid nearly 10 million units for this hunk of junk - I could accept gotten 2 B-class frigates with expert initial stats and room to grow for that toll!

Example of a C-Class Lemon: C-Class Frigates can easily be lemons, also - a cheap lemon is still a lemon! This example I saw while browsing for recruitable ships and took a screencap of information technology because information technology was but atrocious. 11 base fuel price, and on superlative of that, not just one but 2 negative fuel cost traits adding vi to the total for a whopping 17 tons of fuel per 250 LY, and the only positive trait is in an off-stat! Combine that with a relatively weak primary role stat of 22, and it's apparent that the "SS Curiosity of the Mazanami" is a curiosity of mediocrity!

Managing Your Armada

Initial Team Building for Taking On Expeditions: In one case you know what you're looking for in your various Specialty ships and Back up ships (depression fuel costs, traits spent in primary stats and practiced utilities), yous take the know-how to buy the best ships you can for the money you have on hand. However, in the beginning you'll desire to go every bit much "bang for your buck" as you can, since y'all probably won't have the units to beget a huge fleet right away.

To start with, attempt to become at to the lowest degree 3 decent C-class Specialty ships of each type, and 3-4 decent C-grade Support ships to tag along with them - 12 Specialty ships and 4 Back up ships will cost yous somewhere in the range of 20-30 meg Units. This will get your pes in the door for each of the specialty mission types, or you tin run more than than i General mission if they become available.

Assigning Ships to Early on Expeditions: three decent Specialty ships and 1 Support ship volition more often than not exist sufficient to give a iii-star rating on early on missions, which tend to be 1-3 star difficulty. Always endeavor to send a fleet at least 1 star rating above the mission difficulty rating - preferably ii stars above. It'southward still possible to accept ships damaged (and the mission be less successful) if you're 1 star rating above the mission difficulty, merely 2 stars above seems to prevent these mishaps entirely. To get a 5-star rating, a fleet must accept at least 102 points in the required specialty.

As you build your fleet's forcefulness, you'll eventually want to transport less (and more powerful) ships with efficient fuel ratings to reduce the fuel price of each trek. If two ships can do the job of three and toll less fuel, and then much the better - you lot can assign the other ships to other tasks. General missions are an excellent choice for ships that are passed over on other missions, just yous'll need to ensure that you have at least one of each of the 4 specialty types for the best results.

If you have plenty of fuel (or efficient ships), you can even "pad" a 3-or-4 ship trek with an extra ship or 2 that's not existence used to give information technology a chance to get some additional experience! Support ships used this way add no additional minimum fuel cost, and then this is a good way to level these ships up if you happen to have extras in reserve.

Misfit Mobilization Missions: Don't be afraid to use idle ships with an "off-class specialty" to "pad" a specialty mission! Regardless of what ships are sent on the mission, if the mission rating is 2 stars in a higher place the difficulty rating (or "padding" with off-course ships tin push the full there), no trouble. For easier missions, you might fifty-fifty be able to send a armada composed entirely of "misfits" to do the job (perhaps assisted with advisable expendable items)!

Fueling Your Fleet (and Building Your Freighter): Fuel is manufactured from Tritium and Di-hydrogen. Tritium is mined from asteroids (which also yield Silverish, Gold and Platinum, which yous'll demand for building things on your Freighter) - Di-hydrogen tin can be mined from planetary surfaces from the clusters of blue crystals, or manufactured ex nihilo via a Large Refinery and Di-hydrogen Jelly (a much faster and more convenient method).

Since you lot'll become plenty of Silver, Gold and some Platinum mining Tritium for fuel, you'll want to employ that to upgrade your Freighter with at least five (preferably eight) Command Rooms. You lot'll also want to put at least one Big Freighter Room in at that place to allow room for a Large Refinery, and a Galactic Merchandise Final to sell your boodle. I recommend exercising restraint when base building on your first Freighter - you won't replace information technology for a while since really expert Freighters are expensive, and disassembling and moving all that stuff over to a new boat volition be inconvenient if you've gone whole-hog expanding your transport with huge farms and stuff.

Repairing Damage Afterwards Missions: If yous're sending your fleets out without a high rating to provide a rubber margin vs. harm, it'south likely you'll need to brand repairs to your ships after they come back. Repairs toll materials, non units - usually things that can be mined in infinite, such as Platinum, Gold, and Silver. At that place's also a hidden cost - encounters where your ships are damaged practice not give rewards of Units or items!

If one of your Frigates is damaged, y'all'll need to wing your starship to it, state on one of the damaged ship's landing pads, and follow the waypoints to the affected terminals to repair the ship with various materials. At present this must be done manually vs. using a central station or speaking with an officer, but aside from time spent running around the ships, repairs are instantaneous and reasonably convenient.

Big-Scale Fleet Operations: After y'all've congenital a big enough armada, y'all volition probable find yourself with multiple missions underway at the same time. Some missions are relatively short-term (8-10 hours), while others can exist longer term (twenty-30 hours). However, five new missions spawn once per 24 hours - since some of the previous mean solar day's missions may non yet exist completed, information technology'due south possible to have expedtion fleets in space (and unavailable) when the new missions spawn.

First, this ways you will want a few "extra" ships of various Specialty types hanging around to make full gaps in the schedule. Also, these unfinished expeditions will occupy one of the Command Rooms on your Freighter - therefore you'll desire more than 5 (preferably 7-viii) Command Rooms to allow your leftover long-term missions to wrap upwardly (and non take to wait).

Culling the Flock: As your ships level up, losing bad traits and gaining good ones (and as you learn new ships), yous'll discover that some are more useful than others, or even that some of your ships have grown up into "lemons". Unfortunately, you can't assign positive traits to be stripped out every bit if they were negative and "re-rolled" on level upwards for a random new trait which may be better. On PC, to dismiss a Frigate you no longer want, mouse over it in the Fleet Manager menu and concord the heart mouse button downwards (aforementioned button as discarding junk from your inventory).

Since you're express to a maximum of 30 Frigates, if you wind up with a "Lemon" (either due to an unwise purchase or elementary bad luck leveling upwards) that is already leveled up to Southward-Class, it'southward stuck that fashion and its traits cannot exist improved thereafter (though its stats will go on to slowly ameliorate as normal, assuming it's even so going on missions and getting experience that is). If you have something better and/or y'all don't always use that frigate, go rid of it! All it's doing is taking up 1 of the thirty slots in your roster and bottleneck up your spreadsheet of ships. Make clean it out and save yourself the headache unless you remember you might have a utilise for it.

OTOH, you may wish to keep an "extra" Combat Frigate effectually with your Freighter to provide some embrace if yous get jumped past pirates while in system with your Freighter. They'll pop in and have care of some of the enemy fighters, leaving you with fewer attackers to deal with, and possibly send some fighters of their ain to harass the enemy and keep them from focusing on you.

Building Freighters for Convenience

Your Freighter is your central base for your Frigate fleet - you'll demand to build Fleet Command Rooms (you can have upwards to 10, at to the lowest degree 8 is recommended) to manage your Expeditions at the very least. You tin can also build nearly everything you can put in a base on the ship (with the exception of all Portable engineering except for the Portable Refinery).

Galactic Trade Terminal - Garbage In, Units Out: To be able to dump "vendor trash" (items whose simply value is to sell for units, which cannot be used for other things), it's very helpful to have a Galactic Trade Last installed on your send (use the building menu similar you would building a base). Ideally, identify i nearly your Command Rooms, so yous don't have to make it to clear up inventory infinite betwixt debriefings.

The Large Refinery - Don't Leave Your Home System Without it: Another essential Freighter improvement to assist you manage your boodle is a Big Refinery. Effort to identify it nigh the Galactic Merchandise Final also, or build another GTT near it). This can be used to refine some of the items you receive into high value alloys, some of which can exist combined with other items received from missions to make items of much higher value (and also more compact) than the constituent parts. Even so, the plethora of different items required to produce the high-value stuff volition likely challenge the limits of your inventories!

Definitely install a full set up of ten Storage units (0-nine) on your ship - this volition give you total access to your Storage inventory (and thus allow yous to manage your Expedition loot more wisely). Endeavour to keep runway of your supply levels in terms of various high-end crafting ingredients, especially the Refined Gases (Enriched Carbon, Nitrogen Common salt, Thermic Condensate), Bottom Alloys (Aronium, Dingy Statuary, Grantine, Herox, Lemmium, Magno-Gold) and Avant-garde Alloys (Geodesite & Iridescite). You may also desire to proceed some of the Condensed Resources (Carbon Crystals etc) effectually to refine down if you need additional resources and don't feel similar going out.

Finally, y'all will very likely wish to build a small Hydroponic Farm on your Freighter to conveniently produce some of the raw plant materials necessary to brand products to combine with items gained from missions. Example: a Cryo-Pump (possible mission loot, or tin can be produced from Refined Gases gained in mission boodle) will sell for about a million units... simply a Cryogenic Chamber (Cryo-Pump + Living Drinking glass) will sell for almost v million!

Since the Living Glass tin be produced from Gamma Root, Coprite and Frostwort in a subcontract with a four-hour growth cycle... who says "money doesn't grow on copse?"

Work Smarter, Not Harder! Remember - yous need to make hallways and rooms with Silver and Tritium to make room for your improvements (you'll need a LOT of Silver - try mining the big potato-shaped asteroids or finding Silver deposits on planetary surfaces). It tin can be a really good thought to make a key hallway for all of your Armada Control Rooms or Storage Containers, so yous don't take to become hunting around all over the ship to manage your fleets or inventory.

Likewise, you'll want to build a large space (or 3) for your farm(s). Once more, if you lot don't already own the Freighter y'all want long-term, be warned: you're going to be making a lot of piece of work for yourself to pack up your ship and movement to another ship if yous go hog-wild building massive farms etc! Information technology can exist much improve to build your initial farms on your base(s) and simply go teleport and visit them once a day or whatever.

Final Considerations re: Detail Rewards from Missions: As mission rewards oftentimes include valuable trade bolt or precursors to the same, information technology tin be a really good idea to make sure yous've gotten all of the recipes from Manufacturing Facilities & Operations Centers before you offset getting into Armada management. You could just sell the low-finish stuff they bring right abroad and skip the crafting, just you'll exist missing out on staggering profits!

[For more information on how to work the farming and crafting systems to maximize your income while dumping excess resources, check out A Packrat'south Guide to Adjacent Inventory Management!

https://steamcommunity.com/sharedfiles/filedetails/?id=1507770176

The Payoff - Mission Rewards and Boodle

Debriefing your Captains:: Later each mission is completed, you'll need to go to the Command Room where the expedition is being managed and debrief the Captain. You will receive a detailed report of each see on the mission, and what was gained (commonly Units or items, but sometimes nothing) at each terminate on the journey. One time his debrief is complete, you'll learn all the Units and loot from your expedtion.

Leveling Up: Mission rewards include more than just greenbacks and items - every bit your ships successfully negotiate encounters and consummate missions, they will build experience and level upwardly, possibly going up in form as well. Each fourth dimension a ship levels up, it will proceeds a few points (unremarkably 1 or 2, it seems) in each of its stats. Information technology may also remove a negative trait it previously had, or gain a random posiitve trait. While a beneficial Fuel Cost trait tin be gained when a transport levels up, base fuel costs appear to be stock-still, and do not rise or fall.

For example, a C-class Combat frigate completes a mission and rises from C-class (see pic above) to B-grade (motion-picture show to the right). All of the send'southward stat points ascent by ane or 2, and a new benign trait is gained - in this case, an awesome Cloaking Device worth a +6 combat bonus, a huge increase! *Please note that in the second moving picture, I had non even so changed the ship's name/prefix to match the class alter.*

Well Worth It: Spending Fuel to Train Idle Off-Form Ships: Often, peculiarly if yous have powerful enough ships to only need to ship perhaps 3 (ii specialists and a Support) to get a rating 2-stars over the limit, you lot may wish to have additional off-class ships that happen to be idle (and need experience) along with the expedition. If they have a decent stat in that class, then much the better: they tin even pad the mission up to two stars over the limit.

This can exist a good way to train up ships of a type that are being passed over repeatedly because their Specialty mission type just doesn't happen to be spawning for you lot. This can profoundly increase fuel costs by pushing over the limits of your Back up ships, merely ships simply level if they continue missions, so it can exist worth the additional endeavour to mine the fuel. Afterwards all, they'll pay it back when their mission specialty spawns and they get to put their cross-training to skilful use!

Leveling Up S-Form Frigates: While an S-Class Frigate has removed all negative traits and is fully loaded with five positive traits (and thus has no more room for new traits), it can still gain experience and level up, gaining an boosted one-2 points in each of its stats. Therefore, while you may reserve your South-class ships if yous're leveling up weaker arts and crafts (so they tin proceeds skillful traits and lose bad ones), it can yet be good to assign them to missions and then they can grow even more powerful! *Author'southward Notation: if anyone has any information re: Frigate level cap, if any, please comment!

Cash & Prizes - Mission Rewards: Mission rewards are random, but the longer the journeying (time and altitude), the more encounters (and loot) there will be. Items get placed into your Freighter'southward inventory - therefore, unless you've got a lot of empty space in your concur, yous may desire to move some of that stuff out to your Starship, Exosuit or Storage inventories to make room for more loot earlier debriefing some other expedition.

Appendix: Confirmed Item Rewards from Missions

Below is a list of items I've received (confirmed via screencaps) from various encounters. Rewards in terms of units are generally in the six-figure range (usually somewhere betwixt 200K-400K) from each encounter. Cash reqwards ordinarily total up to 1-ii 1000000 Units per successful mission. Information technology's worth noting that many of these items (or items that can exist produced from them) are worth hundreds of thousands or millions of units when sold on the market!

Note this list is arranged in guild of type and value:

Reputation Items

  • Vy'bully Dagger
  • Vy'keen Effigy
  • Korvax Casing
  • Korvax Convergence Cube
  • Gek Relic
  • GekNip
  • NipNip Buds

"Junk" Items (probably but sell these):

  • Vortex Cube
  • Sac Venom
  • Albumen Pearl
  • Neural Duct
  • High-Capacity Vector Compressor
  • Superconducting Fibre

Resource:

  • Magnetized Ferrite
  • Chromatic Metal
  • Activated Copper
  • Activated Cadmium
  • Activated Emeril
  • Indium
  • Activated Iridium

Refined / Concentrated Resources:

  • Carbon Crystal
  • Chloride Lattice
  • Destabilized Sodium
  • Rare Metal Element
  • Superoxide Crystal
  • TetraCobalt

Refined Atmospheric Gases / Alloys:

  • Enriched Carbon
  • Nitrogen Salt
  • Thermic Condensate
  • Aronium
  • Dirty Statuary
  • Grantine
  • Herox
  • Lemmium
  • Magno-Gold
  • Geodesite
  • Iridesite

Products (Merchandise and Otherwise)

  • Antimatter
  • Semiconductor
  • Superconductor
  • Hot Ice
  • Cryo-Pump
  • Organic Catalyst
  • Fusion Accelerant

Unearthed Treasures: These rare items ordinarily are found in subconscious chests buried in ruins, but tin can sometimes be recovered by missions.

"What, No Advantage From a Successful Encounter?": When Unearthed Treasures are recovered on Frigate Missions, while you're reviewing the ship's actions in the Debriefing screen, it does not listing an item with Units received and resource in the debriefing screen. Instead, it leaves the reward part later the successful encounter bare. Later completing the Debriefing, the treasure simply shows up in your inventory (an icon will show in your screen afterward afterward leaving the Debriefing screen in the normal way indicating items received).

Here is a listing (and the value in Units) of Unearthed Treasures confirmed from Frigate Missions:

  • Box of Radioactive Trophies (560,825)
  • Collection of Undiscovered Spores (913,386)
  • Crate of Radioactive Crowns (490,592)
  • Engraved Punching Dauber (193,919)
  • Glowing Buds (167,008)
  • Healing Spores (105,986)
  • Legendary Bullion (474,324)
  • Musical Goblets (595,903)
  • Parcel of Frozen Herbs (162,016)
  • Rare Worms (1,857,034)
  • Toxic Bulbs (1,139,651)

Appendix: Fuel Cost Mechanics

The bones fuel calculation is as follows:

  • Add up the total fuel rating of each transport in the expedition, then subtract from that the total Fuel Reduction buffs from traits in the fleet to get your Base Fuel Price
  • Divide the mission distance in LY past 250, and round the result upwards to the nearest whole number to get your Mission Distance Factor.
  • Multiply the Base Fuel Toll by the Mission Distance Cistron, and round up the result to the nearest 50 for your Mission Fuel Price.
  • Multiply the number of non-Support class ships in your expedition by fifty to notice your Minimum Fuel Cost.
  • Whichever is higher (Mission Fuel Cost or Minimum Fuel Price), that's your Actual Fuel Cost.

Example of a Fuel-Miser Armada With Good Back up: If your ships all accept a minimal bones Fuel Rating (8 for Specialty Ships, 2 for Support), a Support frigate with one -9 Fuel Cost trait (total = -24) will most completely cover 3 ships, leaving you with a minimum fuel cost of 50 per non-Support ship (150 tons). Roofing 4 ships with a residual of ten tons of fuel cost per 250 LY = forty tons per 1000 LY, which won't break the 200 minimum toll for 4 non-Back up ships unless your journey is over 5000 LY. Equally y'all can see, an excellent Support transport with lots of beneficial Fuel Toll traits assigned to an efficient specialty armada makes for inexpensive voyages!

Fully Covering a Fleet of "Gas-Guzzlers" With a Perfect Support Frigate: Let'due south imagine you have a grouping of iv ships that all have a 12 fuel rating (let'southward promise they're skilful at everything else they do!), and they're all of the same specialty (or of different specialties, and you're cramming them into a General armada). Four such ships would toll a staggering 48 tons/250 LY, or nigh 200 tons per i,000 LY! A perfect, maximum fuel reduction (-43) Support ship with a 2 Fuel Rating would exist able to cut that downwardly to 7 tons/250 LY, 28 per 1,000 - not plenty to interruption the minimum fuel cost of 200 tons for an trek with 4 non-Support frigates unless information technology's over half-dozen,000 LY!

A more realistic scenario might be 4 ships with an average fuel rating of 11 being sent with a proficient Support Frigate with a 3 fuel rating and a -27 (-15/-nine /-three) fuel economy: 44+3 = 47; 47-27 = twenty tons of fuel used per 250 LY, 80 tons per ane,000 LY. In this scenario, the fleet would intermission the 200 ton minimum if sent on a mission longer than 2,500 LY, but it would be MUCH less costly than if they were sent without the Support ship (44 tons / 250 LY = 176 tons / chiliad LY)!

In other words, even strong Support vessels and lots of Fuel Efficiency traits cannot reduce an trek'due south fuel cost below a certain minimum cost, at least if there are whatever not-Back up ships in the expedition. An trek fully done with Support Frigates will take a zero (represented past a "-") fuel cost, equally all Support ships take a -15 fuel reduction, 5 fuel cost or less, and add no minimum fuel cost.

Appendix: Naming / Prefix Conventions for Fleet Management

Why Accept a Prefix and/or Naming Convention? Ships spawn with a random prefix (letters and numbers), only these are meaningless - it tin can thus be be very helpful to rename your ships using your own prefix and naming convention to help go on things organized. I like to use the prefix to requite me info about the ship at a glance, requite information technology a unique name to give it some graphic symbol. I like to brand the names themselves fit the roles of the send - it'due south neat to see a fleet of ships named later generals and famous warriors going on a Combat mission, for example.

Using Codes to Make Armada Organization Easier: Since base fuel cost for each ship is not shown on the fleet management spreadsheet, you can put these numbers in a ship'due south prefix by renaming the ship. As well, information technology tin can be useful to put total Fuel Cost reduction, Speed % traits and Damage Resistance (if whatsoever) in the proper name every bit well - I similar to put the utility stuff in parentheses after the ship's actual name (all ships have a type, form, and fuel cost - not every ship has utlity traits!).

In my arrangement, ships are given a prefix based on type, class, and fuel rating. For simplicity, I designate Combat ships CS, Exploration are EX, Industrial are IN, Merchandise are TR, and Support are SV. The transport's grade comes next, followed by a hyphen and the send's fuel rating per 250 LY. For instance, an South-form Combat transport with a 9 fuel rating would have the prefix "CSS-9":

In this arrangement, any ship with a Utility trait (Fuel Cost Reduction, Mission Speed % buff, Harm Reduction) has that info in parentheses after the ship's name. Thus, a C-class Back up ship with a 2 fuel rating, 27 fuel redux and 3% speed buff would have the prefix "SVC-2" and "(-27/three%)" at the end. For example:

This naming convention makes it easy to calculate the total fuel price per 250 LY for a given task force while assigning ships to missions, as the fuel costs line up in the prefixes, and any fuel reduction buffs are clearly visible. I can pick efficient ships, know the total fuel cost of the expedition, and assign an advisable Support transport to offset the total fuel costs. As well, I can easily identify my ships that take speed buffs to assign to long-term missions and shave fourth dimension off the voyage, while still telling them autonomously individally. I've included an example of an Expedition Assembly screen with a fleet using this convention here:

Conclusion

In the final review, building a armada is an excellent way to invest Units in an enterprise that will generate profits passively. All that is required is to visit, manage, repair and refuel your armada on a regular basis, which can be very quick if you know how fleets piece of work and have prepared wisely. In fact, I find that mining Dihydrogen cystals on planet surfaces and Tritium in space for raw materials to create Fuel takes longer than fleet management, and these can be worked into other tasks like exploring in your own ship, bold you lot take inventory infinite to spare.

In any case, that'southward all I have for now - this guide will exist updated with new information as information technology becomes available. All-time of luck recruiting your fleets, travelers!

PS: This post would not have been possible without the help of the folks at the No Homo'due south Heaven Wiki - much respect!

https://nomanssky.gamepedia.com/

How To Move Technology Between Ships Nms,

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=1505175794

Posted by: castleleareved.blogspot.com

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