Tips and Tricks on Starport with Modules

Help for new users

Moderators: Moleman, Kwijibo, Luna, Major

Post Reply
User avatar
MutedJazz
Posts: 657
Joined: Sat Apr 18, 2009 6:59 pm
Location: Elsewhere

Tips and Tricks on Starport with Modules

Post by MutedJazz » Thu Sep 10, 2009 1:07 am

Well, instead of everyone spending billions of credits finding good combos, why don't we have everyone work together?

I'll updated this with suggestions that people have as they are given.


1).Specs on Modules and Arties

Intergalactics spacesuit
6 turning
32 thrusting
8 energy regen

Superconductor
15 energy regen

Turning mod
7 turning

Thruster mod
40 thrusting

energy dynamo
8 energy

flight mod
50 maximum speed

Cargo mod
25 holds

Solar Sail
.3 warp/hop

2). Invading

3).Building


This will be the outline. Nothing is set though. As things come in I will update it a bit more and figure out something that will be more readable and user friendly.
Last edited by MutedJazz on Sat Sep 12, 2009 4:27 pm, edited 2 times in total.

TT
Posts: 268
Joined: Sun Jul 20, 2008 10:11 pm

Re: Tips and Tricks on Starport with Modules

Post by TT » Thu Sep 10, 2009 4:40 am

I bought one each of Thrusting, Flight (top speed), acceleration, and two energy dynamos.

Seems that made my ship slightly better at all categories pre-dexterity nerf other then energy.

I think the energy dynamos need a boost or something.

Burnout

User avatar
MutedJazz
Posts: 657
Joined: Sat Apr 18, 2009 6:59 pm
Location: Elsewhere

Re: Tips and Tricks on Starport with Modules

Post by MutedJazz » Fri Sep 11, 2009 1:12 am

So did you have all 8 modules filled?

User avatar
Luna
Posts: 1873
Joined: Wed May 10, 2006 6:09 am
Location: The Galaxy of Life

Re: Tips and Tricks on Starport with Modules

Post by Luna » Fri Sep 11, 2009 3:25 am

Good thread MutedJazz. This could help save people 100's of millions of credits trying to find the right combination.

At this point there's no trade in for the mods, so choose wisely. :roll:

User avatar
tekkamanblade
Posts: 660
Joined: Fri Sep 12, 2008 5:51 am
Location: preaching on a street corner near you

Re: Tips and Tricks on Starport with Modules

Post by tekkamanblade » Fri Sep 11, 2009 11:25 am

im boycotting modules entirely until the system is fixed.

Catfish
Posts: 1896
Joined: Sun May 06, 2007 7:47 pm
Contact:

Re: Tips and Tricks on Starport with Modules

Post by Catfish » Fri Sep 11, 2009 11:41 am

May as well get with the program, its not gonna change too majorly.
That said, i havent really experimented with these yet, except buying a module or two on certain servers, so no big changes

User avatar
MutedJazz
Posts: 657
Joined: Sat Apr 18, 2009 6:59 pm
Location: Elsewhere

Re: Tips and Tricks on Starport with Modules

Post by MutedJazz » Fri Sep 11, 2009 9:00 pm

tekkamanblade wrote:im boycotting modules entirely until the system is fixed.

Is this a tip or a trick? I don't see how a personal opinion on whether or not to participate in a new patch is going to help others. Please explain. I is stupid sumtimez.

TT
Posts: 268
Joined: Sun Jul 20, 2008 10:11 pm

Re: Tips and Tricks on Starport with Modules

Post by TT » Sat Sep 12, 2009 8:56 am

Every ship has basic stats, your dexterity, certain artifacts, and modules will change these stats. I will assume that everybody uses 10 dexterity so I won't go into detail about what changes dexterity do except that each point is half of what a intergalactic's spacesuit does.

You can see these stats on the ship status screen, now accessable by pressing Alt-S (you can press Alt-T to scan now, not sure why these commands were switched)

Intergalactics spacesuit
6 turning
32 thrusting
8 energy regen

Superconductor
15 energy regen

Turning mod
7 turning

Thruster mod
40 thrusting

energy dynamo
8 energy

flight mod
50 maximum speed

Cargo mod
25 holds

Solar Sail
.3 warp/hop

These values may change, or even be already changed but this is what it was when I checked them.

Burnout

User avatar
ArdRhys4
Posts: 1862
Joined: Sat May 24, 2008 12:22 am
Location: boundless sea and p4

Re: Tips and Tricks on Starport with Modules

Post by ArdRhys4 » Sun Sep 13, 2009 7:41 am

What did IGS and Super do b4? I don't believe it said b4...

User avatar
tekkamanblade
Posts: 660
Joined: Fri Sep 12, 2008 5:51 am
Location: preaching on a street corner near you

Re: Tips and Tricks on Starport with Modules

Post by tekkamanblade » Sun Sep 13, 2009 10:50 am

it was a tip. because you have no idea what the final version of the patch is going to be like, you need to either abuse/exploit every glitch in it immediately or wait until its stabilized. i think its more honorable and cheaper to wait until the system is perfected.

you probably don't remember when the permaverses were getting "balanced" to death, or when gravity was added to planets, or when tax/interest got nerfed, but surely you remember recent patches like the research wipe and toggled harvesting? if you spend all your effort and in game resources early, and aren't abusing every single glitch created during the balancing act, then you are not doing as well as the people that are waiting it out.

Pathfinder1
Posts: 57
Joined: Sat Aug 22, 2009 9:42 pm

Re: Tips and Tricks on Starport with Modules

Post by Pathfinder1 » Fri Sep 25, 2009 6:23 pm

are the mods cumulative? If I buy 3 flight mods will I get the bonus X 3 or am I throwing away the money on the other 2?

User avatar
breakdown
Posts: 489
Joined: Thu Nov 16, 2006 12:40 am
Location: Intergalactics Homeworld

Re: Tips and Tricks on Starport with Modules

Post by breakdown » Fri Sep 25, 2009 6:40 pm

Pathfinder1 wrote:are the mods cumulative? If I buy 3 flight mods will I get the bonus X 3 or am I throwing away the money on the other 2?
Yes, mods do stack. 3x mod is 3x the fun.

User avatar
ArdRhys4
Posts: 1862
Joined: Sat May 24, 2008 12:22 am
Location: boundless sea and p4

Re: Tips and Tricks on Starport with Modules

Post by ArdRhys4 » Sat Sep 26, 2009 3:40 am

Whoa... I didn't know that mods were like that.

Post Reply