Glad to see you created Backpack! I enjoyed the episode. Maybe speed a few seconds at the beginning of each episode to review your ship builds as some people may not have watched a video for several days and you might have new viewers that have no idea on your setup. A few tips: 1. You don't need so much (if any) armor. As the ship gets larger it will become very heavy, especially with stored resources. You shouldn't ever be putting it in harm's way. Even if/when you start mining and if you decide to park it in an asteroid belt, if a random enemy comes, simply jump it to the nearest station. 2. You should never need more than 20 crew onboard. Even with factories. Factories do not require crew, the crew just transports raw materials in and outputs out. It will not make a good mining ship 3. Needed modules: cockpit, reactor, hyper drive, manipulator beam (up to 4 crew each), factories. Optionally a hyper beacon. 4. Armor and shields are counter-productive as it's very heavy and should never be needed. Even worse is interior armor as all it does is take up space for storage and make travel times worse. 5. The main corridors can be 2 wide, especially if you upgrade them to moving walkways. 6. Factories need to be next to each other. Every factory gets a 25% bonus for every neighboring factory of any type. The factory "module" should be in the middle of the ship to reduce transport distance (I haven't done this yet) 7. You should never need more than 1 of each factory. Remember, you drop materials off and then go do something else. Basically production is a "background task". Next: Consider a small light fast and lightly armed/armored ship. It's job is to get behind an enemy ship, especially "face hugger" types. It can target propulsion, then cargo, crew quarters, and cockpits. Consider minimizing attacking reactors. They blow up destroying large chunks of ship If you take out the cockpit not only do you get more resources you get some enriched uranium (nice to produce your own reactors) Consider adding a mining laser to your main ship. They are great for breaking down destroyed ships and can actually be used to attack. You can of course mine high value asteroids when you run across them. These are mainly carbon, uranium, and gold. You can also grab some copper. It is very worthwhile to "upgrade" Coils to Hyper Coils, the factory combines Coils with copper. Hyper Coils are needed in large numbers and are very expensive. Shield generators need them for repairs, so it's actually a good idea to carry a few (a stack of 20 should be more than enough) on your main ship. 8. Ammo type factories should have limits set for production at just a bit over what you expect to ever need. The reason is that ammo is worth less than raw materials and ammo takes up more space.
Glad to see you created Backpack! I enjoyed the episode. Maybe speed a few seconds at the beginning of each episode to review your ship builds as some people may not have watched a video for several days and you might have new viewers that have no idea on your setup.
A few tips:
1. You don't need so much (if any) armor. As the ship gets larger it will become very heavy, especially with stored resources. You shouldn't ever be putting it in harm's way. Even if/when you start mining and if you decide to park it in an asteroid belt, if a random enemy comes, simply jump it to the nearest station.
2. You should never need more than 20 crew onboard. Even with factories. Factories do not require crew, the crew just transports raw materials in and outputs out. It will not make a good mining ship
3. Needed modules: cockpit, reactor, hyper drive, manipulator beam (up to 4 crew each), factories. Optionally a hyper beacon.
4. Armor and shields are counter-productive as it's very heavy and should never be needed. Even worse is interior armor as all it does is take up space for storage and make travel times worse.
5. The main corridors can be 2 wide, especially if you upgrade them to moving walkways.
6. Factories need to be next to each other. Every factory gets a 25% bonus for every neighboring factory of any type. The factory "module" should be in the middle of the ship to reduce transport distance (I haven't done this yet)
7. You should never need more than 1 of each factory. Remember, you drop materials off and then go do something else. Basically production is a "background task".
Next:
Consider a small light fast and lightly armed/armored ship. It's job is to get behind an enemy ship, especially "face hugger" types. It can target propulsion, then cargo, crew quarters, and cockpits.
Consider minimizing attacking reactors. They blow up destroying large chunks of ship If you take out the cockpit not only do you get more resources you get some enriched uranium (nice to produce your own reactors)
Consider adding a mining laser to your main ship. They are great for breaking down destroyed ships and can actually be used to attack. You can of course mine high value asteroids when you run across them. These are mainly carbon, uranium, and gold. You can also grab some copper. It is very worthwhile to "upgrade" Coils to Hyper Coils, the factory combines Coils with copper. Hyper Coils are needed in large numbers and are very expensive. Shield generators need them for repairs, so it's actually a good idea to carry a few (a stack of 20 should be more than enough) on your main ship.
8. Ammo type factories should have limits set for production at just a bit over what you expect to ever need. The reason is that ammo is worth less than raw materials and ammo takes up more space.
Cool man thanks for the slew of tips again I'll try to include them in future episodes. Glad your are enjoying the content 😀