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Post by rusica on Jul 27, 2016 12:06:39 GMT
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Post by Drake on Jul 27, 2016 15:22:51 GMT
Well I'm not expert at alien ships but, remove the cmd room it works without being there. Switch the top three rooms with ethier bed rooms or storage. Basically place rooms you won't need to repair up there. Now with the cmd room gone try to Set up to align the rooms so your guys can repair them.
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voxar
New Member
Posts: 2
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Post by voxar on Jul 28, 2016 10:38:48 GMT
At lv.4 I skipped the ENG as the competition will only have 1 missile launcher anyway so missile damage was not that bad. I later found it nice to have MLZ|REA in pairs with crew on MLZ repairing REA when needed (unless enemy focus MLZ). That way your crew gets minimal damage as they spend less time inside the reactor.
Move the armour above your MST to below it, a sacrifice to get some alignment. Switch MST with MLZ. Put away ENG, replace it with the left REA, put your stashed MLZ in place of the REA you moved. Replace CMD with ENG when fighting. The TUR will be a bit lonely until next level.
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Post by StormHunter on Jul 28, 2016 11:50:24 GMT
I agree, some key points to take to heart: Connect your ships primary systems (Reactors, Shields, Weapons) Your want to be able to move your crew to repair the room that the enemy AI shoots at. Room Priority: (at ship level 4) - Bedrooms (Crew is the most powerful weapon in this game, max out crew slots ASAP for your ship level, Pick the right crew by checking this list) - Reactors (No Power = No Ship) - Weapons (Weapons are the key to success, arm as many as you can!) - Shields - Mineral Storage 1x - Gas Storage 1x - Lab (only if you need it to research something) - Armor (Fill in gaps, becomes critical late game only) - Bridge (Not Needed at Ship lvl 4) - Engine (Not Needed at Ship lvl 4) - Mine/Gas Production room (Never needed.. use only if you have absolutely nothing left to put in a spot..) - Command Room (After you set up your AI you can remove this room from your ship till you need to edit the AI again, never leave it on your ship or take it into battle!)
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Post by Sourestdeeds on Aug 1, 2016 7:49:02 GMT
If i can just add something to the above. It seems that crew always upon entering a room to repair always like to sit in the left corner before any action to repair takes place. So i advise putting reactors to the right of manned rooms like lasers, missiles or shields. Instead of getting shot while walking across the room to repair the crew will zip in and out of the manned room to the left. Another useful consideration to repel boarders I've found is to use a 3 gem with critical attack, just activate the ability and use condition: enemy teleport>0, action: target your reactor. The crew with this will move to their respective reactor on their right and camp the room, once the teleport has been destroyed you can just add a no condition, target whatever room they came from. This works for me at least.
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