Pirate: Difference between revisions

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(Pirate strategy guide)
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*One Combat Shotgun
*One Combat Shotgun


===Strategy Guide===
==Strategy Guide==
Pirates start with the major weakness of being stronger than most crew, but weaker than any prepared crew. You have few weapons, and no stuns. Staying all together provides much more protection for your merry crew, but less stealth. Raiding the armory is advisable to obtain better weaponry (and if science has not research weapon technologies yet, you will have taken the crew's best weapons). However, stealth is just as viable as going loud guns blazing via armory. From any TechFab linked to the ore silo, the pirates can withdraw ore to satisfy their credit goal. Techfabs you can usually sneak into to steal the ore undisturbed are the Service Techfab, RnD Techfab in nanites, and Engineering Techfab. The last thing is, you can always leave the Z-Level if the crews attacking your ship, and fly back later. Good luck ye scallywags.  
Pirates start with the major weakness of being stronger than most crew, but weaker than any prepared crew. You have few weapons, and no stuns. Staying all together provides much more protection for your merry crew, but less stealth. Raiding the armory is advisable to obtain better weaponry (and if science has not research weapon technologies yet, you will have taken the crew's best weapons). However, stealth is just as viable as going loud guns blazing via armory. From any TechFab linked to the ore silo, the pirates can withdraw ore to satisfy their credit goal. Techfabs you can usually sneak into to steal the ore undisturbed are the Service Techfab, RnD Techfab in nanites, and Engineering Techfab. The last thing is, you can always leave the Z-Level if the crews attacking your ship, and fly back later. Good luck ye scallywags.  


{{Jobs}}
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