
Especially since fighters have stuff like short range torpedoes etc.

Otherwise there is literally no reason to ever take a missile ship over a carrier.

I would also have the carriers' CR act as a multiplier on the fighter CR, so if the carrier is half strength, the fighters have less CR too.Ī more simulationist approach would be fuel, manpower, CR, and missiles. They honestly should also have to use fuel, but I guess that comes with CR by default. 200kplus bounties start having ridiculous fleets (i had one with every capital and cruiser try tachion ship, my fleet simply ran out of CR by the time the paragon arrived)įighters run out, but resupply infinitely at the mothership, so a fighter is like having infinite ammo missiles that can maneuver into blindspots on the enemy.įighters would be a lot more balanced if their resource consumption were done better - like having their own squadron-level independent CR that depletes as they get blown up / use missiles, which is already kind of implemented kind of - if you blow the fighter up enough they deploy more slowly. more than enough to cover losses.īy true end game the only thing that can sustain your fleet is REDACTED loot. So you return with 300k in mission money and 20-30 surveys that hopufully have multiple class IV. and if you ahve time, the surrounding nebula. instead of just doing the mission, you survey the whole system and salvage anything for supply and fuel.

Then you max supply cargo and head off to these surveys. you can get a lot, I managed to get 4 at the same time. The trick for off sector surveys is to go to mission post and get survey missions that go in the same direction. iirc when I surveyed the whole sector I ended up with 400k money (spending like a million in supply and earning a brute amount of 1.5 million). minimal fuel cost, arguably more supply cost. You can get a good kickstart by doing in sector surveys (habitable worlds) that have 4 or 5 IV surveys. I hope they don't fuck up X4, it sounds like they learnt their lesson. It's crowning achievement is the sense of Empire building from being a lowly solar cell pedlar, rising through the ranks of the military, or by being a pirate and amassing wealth, to eventually outfit a single self-sustaining station after buying 8-10 stations and linking them together to finally get passive income, then getting sick of the oppressive boots on your neck who tell you you can't sell space weed and space hookers so you move to an abandoned sector to house your station and become a multi biollionaire and then make more and more stations and eventually your own ship-producing station and fit out a fleet consisting of M1 Carriers that house your custom built and custom equiped fighters, M2 Battleships that destroy entire fleets, M7M missile frigates with 100km + range.įuck my dick is hard for some X3 right now. This feature leads to many varied and unique star systems possibly with planets that can co-orbit around each other, or with binary star systems, and infinitely more possibilities.X3 is what Star Citizen is promised to be.

#STARSECTOR TECH MINING GENERATOR#
Star systems are intelligently simulated using the "Star Forge", a generator that simulates the creation of a star system forming from its nebular cloud to determine what celestial bodies appear and what orbits they have. Stars we haven't collected data on are procedurally generated which allows you to explore any of the 400 billion of them. Stars that we do know of are properly mapped in place and are of the correct type given the information we have about them.
#STARSECTOR TECH MINING FULL#
Although in the current beta, full access to the entire galaxy is limited, in the final game, you will be able to visit any of the 400 billion stars in our galaxy on a 1:1 scale. Very realistic representation of space & star systems Elite Dangerous uses publicly available real world star maps that we have of the Milky Way consisting of 150,000 star systems.
