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Valkyrie | StarSector Wiki | Fandom
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- Summary of article content: Articles about Valkyrie | StarSector Wiki | Fandom The Valkyrie- ship a standard destroyer-sized troop transport with enough room to carry two companies of marines. Tactically it is weak for its size, … …
- Most searched keywords: Whether you are looking for Valkyrie | StarSector Wiki | Fandom The Valkyrie- ship a standard destroyer-sized troop transport with enough room to carry two companies of marines. Tactically it is weak for its size, … The Valkyrie is a Destroyer-scale logistics ship dedicated to transporting Crew and Marines. Its Ground Support Package makes it suitable for raiding. While the Valkyrie’s Hullmod is not as effective as the Advanced Ground Support package of the Phantom, it can mount small weapons, allowing it…
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Valkyrie Troop Transporter
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- Summary of article content: Articles about Valkyrie Troop Transporter Fractal Softworks Forum >; Starsector >; General Discussion >; Valkyrie Troop Transporter · « previous next ». Pages: [1]. …
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[0.9.1a] Halo – UNSC Pelican Troop Transport
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- Summary of article content: Articles about [0.9.1a] Halo – UNSC Pelican Troop Transport Author Topic: [0.9.1a] Halo – UNSC Pelican Troop Transport (Read 3278 times). caymon. Ensign; *; Posts: 7. …
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Best Transport shuttle?
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- Summary of article content: Articles about Best Transport shuttle? This has enough cargo to support 4 months between pit-stops, enough fuel to traverse more than half the galaxy, and not only can it easily … …
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Civilian Transports
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- Summary of article content: Articles about Civilian Transports I think the game should add a “transport 1000s of civilians / personnel” type missions to make these ships relevant. …
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Discussion: Should we stop militarizing civilian ships in late game?
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- Summary of article content: Articles about Discussion: Should we stop militarizing civilian ships in late game? While I will agree both of them (especially the Phantom and its amazing 200 ground support, altough I wish it was a bigger troop transport) … …
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No One Knows the Phantom or Revenant
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- Summary of article content: Articles about No One Knows the Phantom or Revenant The Phantom is a Phase Transport wich goes along the same lines as the Revenant, it’s the troop transport that proves the most ground … …
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Marines, boarding and other improvements
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- Summary of article content: Articles about Marines, boarding and other improvements From /v/ with love. What I can think up the board is maybe design a new of missile cruiser that’s actually a troop transport or … …
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Is the Industry tree dead?
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- Summary of article content: Articles about Is the Industry tree dead? … but the Level 1 Bulk Transport skill which somewhat decreases the amount of haulers, tankers and troop transports m to late game. …
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Valkyrie Troop Transporter
Though I know that the current campaign is just a place hold I noticed a small story “bug”.If you read through the Valkyrie description in the codex it says that the Hegemony has (although unsuccessfully) banned the ship from sale to third parties.Now when you look at the Hegemony orbital station you can clearly see that they sell that ship!Ok, maybe the bans weren’t so successfull but that goes a little bit too far…PS: I’m not sure if it belongs into general discussion since it’s not really a bug or something.
UNSC Pelican Troop Transport
Quote from: Cyber Von Cyberus on January 17, 2020, 03:04:51 AM low crew capacity which affects the ground support package
When i was reading the wiki on GSP it says each ship with the mod supports 100 marines, not just its max crew, is that not the case?
Ground Support Package basically gives you a bonus to your marine strength equal to whichever is smaller between the number of marines you have, or the value of GSP itself (100, I believe). In other words, if you have 100 marines or fewer in your fleet, GSP doubles your strength, but above 100 marines, it only adds 100. The max crew supported by the SHIP it’s on doesn’t matter.Ship’s cute! I reckon you could spin it with an upsized, more Starsector-fitting sprite and give it a regular modular weapons package. I’m not too hot on Halo content, but I’d be inclined to give a Pelican replica the Manoeuvring Jets system instead of flares, to imply the vectoring engines on the ship. But up to you.I’m too out of practise with ship modding to spot any out-of-whack stats there… The only thing I’d suggest is upping the burn speed. For a frigate size, burn 9 is usually reserved for civilian ships. Also I’d recommend making at least one of the weapon mounts modular – ships with all built-in weapons take some fun out of Starsector, because a big part of the game is the ability to refit your ships’ weapons (among other equipment).0.5 fuel/ly is a good move, I’d do absolutely the same. Does the maximum of 20 passengers come from canonical information on the Pelican? I’d be inclined to give it a toned-down GSP, maybe one that only increases the marine strength by a max of 20 or 30… +100 on a sub-frigate seems pretty powerful, though you do need to use it in conjunction with other troop transports to make it worthwhile I suppose.
Best Transport shuttle?
Spoiler
“””Alright, so I did some testing on frigs & destroyers using the criteria above, and I’ve got something of a tierlist.Testing was conducted by simming the craft & moving them to the top edge of the map and 1-1.3 of the large blocks away from the center, then telling the craft to retreat.Like this:They’re offset so that the AI doesn’t burn directly into the spawned foes.The spawned foes included 1 Condor (talon interceptors @300 speed), 1 Snow Goose from dassault mikoyan (fast skimmer-destroyer), and 1 Afflictor (P) phase frigate.These are particularly spooky enemies for a courier as they can catch & lock down most frigates, in my estimation.S-tier: These two exceed the criteria and can survive direct contact with the enemy, able to retreat directly through the enemy formation without the offsetSpectacle Exploration FrigateMod: Dissassemble ReassembleHull Mods: Recon Package (BI), Surveying Equipment (BI), Safety Overrides, Unstable Injector, High-Res Sensors, Shield-Conversion: Front, Augmented DriveCargo/Extra Crew/Fuel: 75/30/100Maint/Recovery/RecTime/Burn Cost: 4/4/3days/1Speed/Burn Level/SensorP/SensorS: 205(280+ w/flux-boost & skills)/12(13 with skill)/30/90Movement Ability: N/AThis guy is cheap, has extraordinary range, ample cargo, top-tier campaign evasion and in-combat it has an efficient 360* bubble-shield.The 280+ base speed with SO & this shield allows it to survive & escape combat without an active movement ability.Pigeon Courier FrigateMod: Arsenal ExpansionHull Mods: Safety Overrides, Unstable Injector, Augmented Drive, Efficiency OverhaulCargo/Extra Crew/Fuel: 75/42/60Maint/Recovery/RecTime/Burn Cost: 3.2/4/1day/0.8Speed/Burn Level/SensorP/SensorS: 250(300+ w/flux-boost & skills)/12(13 with skill)/30/30Movement Ability: Courier DriveCheap, great range, ample cargo, great campaign evasion and in-combat it has a good shield and a great damage-reducing 400+ movement ability.Where the spectacle has the edge in campaign evasion, this guy has the edge in combat evasion, flitting around at 300+ with the shield up and the ability to boost directly through the enemy line with the courier drive.A-tier: These craft meet the criteria and can retreat easily with the offset. They’re in no particular order.Shalaika Scout-courier frigateMod: Dassault MikoyanHull Mods: Monobloc Construction (BI), High Res Sensors (BI), Surveying Equipment (BI), Unstable Injector, Recon Package, Expanded Cargo, Efficiency OverhaulCargo/Extra Crew/Fuel: 60/22/60Maint/Recovery/RecTime/Burn Cost: 2/4/2days/0.8Speed/Burn Level/SensorP/SensorS: 205(305+ w/flux-boost & skills)/11(12 with skill)/30/90Movement Ability: Pulsed SkipjetsCheap, great range, good cargo, great campaign evasion and in-combat it has a good shield & a 420+ speed ability. It has to stay at 0-flux or it loses 30% of its speed.Clementine frigateMod: Junk PiratesHull Mods: Safety Overrides, Unstable Injector, Augmented Drive, Efficiency Overhaul, Shield Conversion: OmniCargo/Extra Crew/Fuel: 40/10/40Maint/Recovery/RecTime/Burn Cost: 2.4/3/2days/0.8Speed/Burn Level/SensorP/SensorS: 215(265+ w/flux-boost & skills)/12(13 with skill)/30/30Movement Ability: Booster JetsCheap, good range, decent cargo, great campaign evasion and in-combat it has a good shield and a 315+ speed ability.Seski Corvette Courier frigateMod: ShadowyardsHull Mods: Harmonic Shield Conduits (BI), Safety Overrides, Unstable Injector, Auxiliary Fuel Tanks, Augmented DriveCargo/Extra Crew/Fuel: 65/11/70Maint/Recovery/RecTime/Burn Cost: 3/4/2days/1.25Speed/Burn Level/SensorP/SensorS: 260(310+ w/flux-boost & skills)/12(13 with skill)/30/30Movement Ability: Phase SkimmerCheap, good range, good cargo, great campaign evasion and in-combat it has an acceptable shield and a phase-skimmer. However, it is fragile.Ashnan freighter frigateMod: ShadowyardsHull Mods: Harmonic Shield Conduits (BI), Safety Overrides, Augmented Drive, Efficiency OverhaulCargo/Extra Crew/Fuel: 100/20/50Maint/Recovery/RecTime/Burn Cost: 1.6/2/1day/1.04Speed/Burn Level/SensorP/SensorS: 215(265+ w/flux-boost & skills)/11(12 with skill)/30/30Movement Ability: Booster JetsExtremely cheap, good range, ample cargo, good campaign evasion & in-combat it has drones, an acceptable shield, and a 360+ speed ability.Diamondback combat-freighter frigateMod: Junk PiratesHull Mods: Safety Overrides, Unstable Injector, Augmented Drive, Efficiency OverhaulCargo/Extra Crew/Fuel: 80/30/40Maint/Recovery/RecTime/Burn Cost: 2.4/3/2days/0.8Speed/Burn Level/SensorP/SensorS: 270(320+ w/flux-boost & skills)/12(13 with skill)/30/30Movement Ability: N/ACheap, good range, ample cargo, great campaign evasion and in-combat it has a good shield and enough base speed to survive without a movement ability.ASP-Cerberus combat freighter frigateMod: Junk PiratesHull Mods: ASP Syndicate Sponsored, Shielded Cargo Holds, Safety Overrides, Unstable Injector, Augmented Drive, Efficiency Overhaul, Recon PackageCargo/Extra Crew/Fuel: 50/34/40Maint/Recovery/RecTime/Burn Cost: 3.2/4/1day/0.8Speed/Burn Level/SensorP/SensorS: 180(260+ w/flux-boost & skills)/12(13 with skill)/30/30Movement Ability: Burn DriveCheap, good range, good cargo, great campaign-evasion but in-combat survivability would be cutting it close if not for the 460+ movement ability.B-tier: These craft fall short in at least one category, but are still capable couriersVapor frigateMod: Diable AvionicsHull Mods: Advanced Avionics (BI), Cramped Hull (BI), Safety Overrides, Unstable Injector, Augmented Drive, Efficiency OverhaulCargo/Extra Crew/Fuel: 35/14/30Maint/Recovery/RecTime/Burn Cost: 4/5/2days/0.6Speed/Burn Level/SensorP/SensorS: 250(300+ w/flux-boost & skills)/12(13 with skill)/30/30Movement Ability: Evasive RollCheap, good range, great campaign evasion & excellent in-combat survivability, but it has tight capacities. Very solid choice.Torch gunboat frigateMod: UnderworldHull Mods: Safety Overrides, Unstable Injector, Augmented Drive, Recon Package, Expanded Cargo, Auxillary thrustersCargo/Extra Crew/Fuel: 48/15/30Maint/Recovery/RecTime/Burn Cost: 4/4/2days/1Speed/Burn Level/SensorP/SensorS: 205(280+ w/flux-boost & skills)/13(14 with skill)/30/30Movement Ability: Burst DriveCheap, Acceptable range, great campaign evasion & good in-combat survivability (with a 600+ speed ability), but it has tight capacities. No shield but it has enough ordnance points to mount one.Star-Sylph combat courier frigateMod: Dassault MikoyanHull Mods: Skipspace Reaction Furnace (BI), Shielded Cargo Holds (BI), Unstable Injector, Augmented Drive, Efficiency OverhaulCargo/Extra Crew/Fuel: 60/8/40Maint/Recovery/RecTime/Burn Cost: 6.4/8/1day/0.8Speed/Burn Level/SensorP/SensorS: 205(255+ w/flux-boost & skills)/13(14 with skill)/23/30Movement Ability: Mirage SystemGood range, top-tier campaign evasion & good in-combat survivability, but marred by slightly-tight capacities & expensive upkeep.Camel (P) heavy frigateMod: Kadur RemnantHull Mods: Forever War Engineering (BI), Shielded Cargo Holds, Safety Overrides, Unstable Injector, Augmented Drive, Efficiency Overhaul, Shield conversion: OmniCargo/Extra Crew/Fuel: 60/21/120Maint/Recovery/RecTime/Burn Cost: 4.8/6/1day/1.6Speed/Burn Level/SensorP/SensorS: 195(245+ w/flux-boost & skills)/12(13 with skill)/30/30Movement Ability: Flux injectorExceptional range, good cargo, great campaign evasion, but it’s not cheap and in-combat survivability cuts it close with the 305+ speed ability.Centaur freighter frigateMod: SCYHull Mods: Scyan Engineering, Safety Overrides, Efficiency Overhaul, Recon Package, Insulated Engine AssemblyCargo/Extra Crew/Fuel: 60/12/60Maint/Recovery/RecTime/Burn Cost: 2/4/2days/1Speed/Burn Level/SensorP/SensorS: 215(290+ w/flux-boost & skills)/11(12 with skill)/15/30Movement Ability: N/ACheap, good cargo, good range, good campaign evasion, decent combat survivability.C-tier- These craft barely meet the criteria (if at all) or leave much to be desired in combat- they make for suboptimal/risky picks.Most ships that did not meet a minimum range of 30+LY were NOT considered.Afflictor (P)Mod: Vanilla StarsectorHull Mods: Phase Field (BI), Delicate Machinery (BI), Auxillary thrusters, Hardened Subsystems, Augmented Drive, Solar ShieldingCargo/Extra Crew/Fuel: 25/5/50Maint/Recovery/RecTime/Burn Cost: 8/8/2days/1Speed/Burn Level/SensorP/SensorS: 165(215+ w/flux-boost & skills)/12(13 with skill)/0/30This guy is expensive and has too-small cargo & crew caps, but it has good range, top-tier campaign evasion & is frankly OP in combat. Deficient logistically, but utterly safe.Manta (LP) fast destroyerMod: Disassemble ReassembleHull Mods: Safety Overrides (BI), Unstable Injector, Efficiency Overhaul, Solar Shielding, Shield Conversion: OmniCargo/Extra Crew/Fuel: 70/30/50Maint/Recovery/RecTime/Burn Cost: 7.2/9/2days/1.6Speed/Burn Level/SensorP/SensorS: 155(205+ w/flux-boost & skills)/10(11 with skill)/60/60Movement Ability: Burn DriveDecent Cargo, Acceptable range, Acceptable campaign evasion, but it’s expensive & in-combat survivability only makes the grade thanks to a 405-speed ability, a fighter deck, and destroyer-grade shields/hp.**Many combat-grade light destroyers can be turned into something closely resembling this when given a logistics mod (efficiency, expanded fuel/cargo), augmented drives, and SO**Key properties of good destroyer candidates are a phase-cloak, a native fighter-bay, a native high speed (90+) & good movement abilities.Usually they will be skirting both logistical requirements (due to expense & low relative-capacities), and combat survivability (since they CAN be caught & instead must rely on equipment to survive long enough to escape)Still, most can serve as adequate couriers.The hound & cerberus are both examples of vanilla frigates that almost made the cut but fell short because of that 30-LY range.Other c-rank candidates:Samoyed freighter frigate from Junk PiratesWirefox shuttle frigate from Junk PiratesBouclier courier frigate from Dassault MikoyanFlatmouse shuttle frigate from Dassault MikoyanMudskipper XIV frigate from Kadur RemnantRight now I think I’ll take this Torch (christened “Home”) out of storage and deck it out- not the most ideal on paper, but it’s readily available and imo it’s fun to fly around in a ‘tomb for the criminally insane’ that burns at 14 and has 600-topspeed capability.Feels like a heavily armed/armored rocket, and has enough OP to really do some customization. “””””
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