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rebel galaxy faction standing

Best to focus on missions in one system before moving on to the next. The way to get good with Citizenry is by completing missions (if you have access to their stations) or helping out miners/traders if you're hostile to them. Beam turrets are instant beams, normally not very good against shields but good against armor, that have a short charge-up time from the point the firing button is pressed, then they shoot a constant beam at the target until they overheat or the trigger is released. In order to destroy a capital ship without losing points there are a few tricks that can be used, but it's tough so have good gear when attempting. All rights reserved. Nothing too valuable in the end but can be useful depending on the progress. Most of them are better than the same, generally available, component or weapon. STANDARD ENGINES are just that; your regular propulsion system. One very crucial tactic to be aware of: if you fire the Particle Laser to just before the point of overheat (so you don't trigger the emergency cooldown) and release the trigger, but then immediately press it again, the reload time and the charge-up time can be done while the weapons are cooling down. Use caution when choosing missions. Quite low on tech though. Exit warp less than 100sm (ideally ~20sm) before contact and do a pulse scan. They can fire instantly from the moment the trigger is pressed. They have pinpoint accuracy (in your hands at least, NPCs seem to miss semi-frequently) and due to the instant speed of the beam can be extremely effective in taking out Fighters; you can even redirect a still-firing set of beams to another fighter to hit it as well. Try maybe a station of a different faction. They have a couple of exclusive craft but the main reason you'd want to stay at least neutral to them is because they have a lot of firepower in the galaxy that you don't want shooting at you at each encounter. Tech isn't restricted on ranks, so as long as you're neutral all is good. Note that you cannot fire weapons while your Deflectors are active. Tech at their stations isn't rank-restricted so being neutral suffices. Becoming friendly with Militia doesn't bring any extra benefits except they are more likely to accept bribes. You need money, and a lot of it, to purchase and equip a good enough ship to handle the tougher areas and missions of the game. In more realistic combat at longer ranges with smaller targets, the actual DPS rate is the damage-per-shot divided by the Charge time; you need a full charge to be able to hit anything smaller than a Destroyer at any kind of decent range. There's also the Outsiders faction, not to be confused with the Korian Outsiders. If there are both friendlies AND hostiles in the target area then it's genuine, if there are only hostiles - it's a trap. Their stations provide occasionally missions for any other faction. First, de-fang the ship by targeting and destroying its turrets, careful not to damage the ship though. Benefits include access to exclusive ships and components, though this becomes more important later in the game. One of the absolutely best situations for making a lot of money quickly is if you have one station with a high-demand event like Famine, and another close-by station with a wide variety of goods (preferably Scientific) with a Market Glut event. It's largely the same as it worked in the previous series release, which is likely why it's only touched on briefly in the developer's getting started video, featured below. The way you'd usually lose affiliation is by attacking miners/traders for their cargo. Change ships when it can give you an edge, don't stay overly attached to a piece of junk! After accepting the quest, then tracking and elminating the target, the standing with the police faction increases from zero stars to one blue star. A small percentage of the damage to your Hull will hit your subsystems right from the start, so you do want to try and keep your shields from dropping whenever possible. To do that accept all missions at a station and then abandon them as there is no penalty. Most of them have bounties set so you get the bounty cash plus the chance of a component drop. Doing the cooldown and both built-in weapon delays simultaneously like this can really speed up your damage output over time, and with a turret-heavy ship like the Scarab you can put quite extreme damage on a target. The game consists of two main modes, Station and Space. They are meant for general combat and although they can have fast projectile speeds they can have difficulty hitting Fighter Craft that aren't flying in a straight line towards or away from you. Contrary to what it may seem, it is possible to be neutral/friendly with both Red Devils AND the Militia. Chances are there will either be no bounties around or a very limited amount of them. Each Mining Scow that survives will give you a separate reward. Missile turrets launch various types of missiles that are guided and some have the longest potential firing range of any weapon system, as well as the highest damage-per-shot values allowing for large "alpha strikes" against targets. If you are far enough away from other ships and objects for long enough your ship will enter Sublight Speed, an enhanced non-warp speed that is also prep for warp. KORIANS, MURATH, GREEL, DOUBLE JACKS, VIRIAX, https://rebelgalaxy.gamepedia.com/Beginner%27s_Guide?oldid=4051. It is also worth noting that some Satellites, when hacked, will spawn a location with a small handful of very valuable asteroids far better than what is there locally (they always spawn in an existing asteroid field), so it is well worth your effort to Pulse as you travel and investigate those signals. You have several methods of doing this at your disposal. Affiliation changes: don't do missions that damage reputation with a specific faction that you don't want to be at odds with. escort missions take longer usually while dead drops are just two trips. Risk: with some practice High and Very High risk missions can be completed for the reward money, but they tend to indeed be more dangerous (i.e. These events start before the invader (or militia in case of embargoes) reach the destination. Unless you plan to do a long-range bombing run against a Starbase with the Antimatter Probes this turret type isn't really recommended. Though there are usually better ways of getting cash than chasing them around. Missions clearly give rep or status points woth various factions. A few things to be aware of: When not satisfied with the choice of missions it's quite easy to re-roll them. In Space is where the main action happens where you can fly between stations, fight enemy ships, raid traders, mine resources from asteroids, explore etc...there are many options. In this universe, you sell used equipment the same price you bought it. Shot for shot they do some of the heaviest damage output available but they have a limited firing arc and if not aimed by holding down the right mouse button they have terrible aim. Feel free to take on missions that make you attack any of them. In general, shorter-range weapons (usually) do more damage if you can keep in range. You start neutral toward them so can dock at their stations. HULL is your second line of defense, and once this goes you're likely to die or at the very least have some of your subsystems damaged. Merchant and Civilian are different. there might be hostiles around). Some are quite competitive even with the +1 gear of same type. It is highly recommended to become at least neutral to them due to the ease of traveling that this brings: warping out when near their ships; plus of course giving that many more stations to dock and trade and repair/rearm at. Otherwise, feel free to be a monster and ruin all their best laid plans, and watch your reputation plummet into dangerous territories. Merchants are a guild, the Civilians are a faction. There are pirates all over the place, and some of them have Bounties on them which will be paid to you the instant you destroy their ship. These are good to use when expecting a hit from a missile salvo or to give your main shields some precious few seconds to regenerate if they were close to dropping. However, know that Bountied pirates never fly alone so make sure you hunt them with a good ship. Very useful activity. having level 6 gear you'll get random level 1-6 rare tech so the chances of getting something of level 6 are smaller.

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