price increases depending on amount you have EX 1000/1000 can take 1 mil to RE but if you only have 1/1000 can take a few 100mil. as well as make the fightersĪllows you to reverse engineer goods for use in the LIPM sooo instead of scrapping a station kit to build goods you can take an amount of goods ( varies depending on the good) and REs it to be able to make them. Soooo as long as you keep them stocked up on resources your carrier can make the missiles or ammo that the fighters need. These repairs have a chance to proc a skill increase each repair tick 100 times faster and cheaper compared to standard trainingĪllows you to take your TLs and Carriers and setup production lines inside the cargo holds. Keep those lazy marines busy repairing your damaged ships to keep their skills upĪllows marines to repair your ships both the main ship and any docked ships for the cost of credits or resources. Increases bail chance of PvE fights as well as enables NPC v NPC fight bailing You can Open "jump portals" for your AI ships and jump them to safety after salvagingĬall out a salvage ship to scrap station debris Simply put a player owned Rapid Response fleetĪllows you you play as a Salvager and take control of abandoned ships without leaving your ship Main bonus This allows you to play the TC plots and have the more peaceful universe from TC but keep the quality of life bonuses from APĪ Carrier command GODSEND this allows you to setup carrier groups that will do everything from keeping your carrier supplied with ammo and missiles for your fighter deploy ships to collect loot in a sector send out a multi stage attack fleet complete with anti fighter wings/ anti frigate wings/ and anti cap bombers ![]() next thing you know it is 3AM and you are thinking just 5 more min. XD No really it is very easy to start a round that you plan to last for an hour. Starting off if you are getting seriously into it.
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