PSSMyStrategies
This page contains notes about my personal progress in the computer game "Pixel Starship", organized into sections for every ship level.
The notes draw on the accumulated knowledge about the game mechanics, some of which I hope to collect and present in an understandable way on other pages of this wiki (see the PixelStarships category page. Much of what is written on this page, however, is probably of little value to anybody except me.
Ship levels 1-3
In these low levels there's not much room for strategies: Destroy your enemy in any way you can.
The best way probably is to just fire on and destroy the enemy's reactors.
Ship level 4
On ship level 4 the Command Center becomes available. I started to use the gunship strategy with a Focus Fire AI.
Ship level 5
On ship level 5 the Teleport room becomes available. I found the idea of invading the enemy ship with my crew alluring, especially because this requires more advanced AI. I therefore took my first baby steps with the Teleport strategy and combined this with my previous gunship strategy.
Ship level 6
Strategy:
- 3 Small Reactor rooms generate 21 energy. This is not enough to supply all weapons available at level 6.
- I therefore decided to switch from gunship to teleport strategy. I dropped these rooms that require energy:
- The Hangar room. With 4 energy this is a real energy hog. It makes sense to sacrifice this first.
- The second Engine room. With 3 energy this is the next cut I decided to make. Note that with a bit of AI it is perfectly possible to equip both Engine rooms at the same time, but have only one of them powered up at the same time. I still decided to not use this room because I currently don't have space for it.
- The second Bolter room. This room requires only 1 energy, but 1 energy is 1 energy too much, so it needs to go.
- The Security Gate room. Same reasoning as for the second Bolter room.
- The remaining rooms consume 24 energy when fully powered. This is still more energy than available. In battles where the enemy has no Missile room my Engine room does not use any energy, so there we have no problem. In all other bottles my ship is energy-starved and just has to do with what it's got. At least I'm giving priority to the essential Teleport and Shield Generator rooms (see AI tables below). Also when I'm attacking I can make manual adjustments as needed.
Energy generating rooms:
- 3 Small Reactor rooms
Energy consuming rooms:
- 1 Teleport room (3 energy)
- 1 Shield Generator room (3 energy)
- 2 Mineral Mining Laser rooms (2 * 2 = 4 energy)
- 2 Missile rooms (2 * 3 = 6 energy)
- 1 Bolter room (1 energy)
- 1 Minigun room (2 energy)
- 1 Anti Craft Laser room (2 energy)
- 1 Engine room (3 energy)
Crew rooms:
- 2 regular Bedroom rooms. Provides housing for 8 crew members.
- 1 Oven room. Provides housing for 1 crew member. I could afford to snatch this from a daily special sale.
- 1 Fleet room. Provides housing for 2 borrowed crew members.
- Total crew housing space: 11
Command# | Condition | Action | Comment |
---|---|---|---|
1 | None | Set Maximum Power | Usually the action to use for power consuming rooms is "Increase Power By 1". I decided to use "Set Maximum Power" for the Teleport and the Shield Generator rooms because with the current setup my ship is energy-starved: If every room is fully powered the total consumption is 24 energy, that's 3 more than what is available! Because the Teleport and the Shield Generator rooms are the essential offensive and defensive rooms on my ship, I want them to get as much power as possible at all times, and by using "Set Maximum Power" I can achieve that. The other weapons can then squabble over what's left. |
Notes:
- None
Command# | Condition | Action | Comment |
---|---|---|---|
1 | None | Increase Power By 1 | This is the regular Focus Fire script presented further up in the "Targeting 4" table. |
2 | Your Ship Has No Actve Shield | Target Enemy Lasers | |
3 | Enemy Ship HP > 50% | Target Enemy Shields |
Notes:
- This is set on the Mineral Mining Laser rooms, the Bolter room and the Minigun room.
Command# | Condition | Action | Comment |
---|---|---|---|
1 | None | Increase Power By 1 | The default power management. |
2 | Enemy Shield Room HP > 0% | Set Highest Fire Items | If the Shield Generator room is not yet destroyed this might be an indicator that the enemy crew is trying to repair the room. Setting fire to the room prevents repair and kills the repairing crew. The fire also deals a moderate amount of AP damage, but we rely on the Laser room AI to actually destroy the Shield Generator room. |
3 | Enemy Ship no Active Shield | Set Highest System Damage | So the Laser room AI has destroyed the Shield Generator room. We now begin to deliver system damage, which is converted to hull damage if the room is still destroyed when the missile impacts. Repair crew arriving late is also damaged or killed. |
4 | None | Target Enemy Shields | Suppress the enemy shield. |
Notes:
- None
Command# | Condition | Action | Comment |
---|---|---|---|
1 | Your Reactor HP < 50% | Decrease Power By 1 | |
2 | Same as the AI for Missile room 1 | ||
3 | |||
4 | |||
5 |
Notes:
- The only difference to Missile room 1 is that the secondary Missile powers down when not enough energy is available
Command# | Condition | Action | Comment |
---|---|---|---|
1 | Your Reactor HP < 50% | Decrease Power by 1 | This is the regular Engine room script presented further up in the "Engine Room 1" table. |
2 | Enemy Missilie Room HP > 0% | Increase Power by 1 | |
3 | None | Set Zero Power |
Notes:
- None
Command# | Condition | Action | Comment |
---|---|---|---|
1 | Enemy Has Active Craft | Increase Power by 1 | |
2 | None | Set Zero Power |
Notes:
- This differs from the standard Anti Craft Laser room AI in that it does not contain a "power down" command in case the reactors are damaged by more than 50%.
- Instead I added a "power down" command to the secondary Missile room so that this room can continue to do its job even when under pressure.
- I did this because I believe that when our reactors are damaged AND there are active enemy craft, we must try to counter them at all costs, because several craft attacking at the same time pose a great danger.
Crew strategy:
- Alien McAlienface and Miss McAlienface are rushing our Teleport room so that our first boarder can sabotage the enemy Teleport room. At level 18, they together shave off 2 x 21.7 = 43.4% from the Teleport room's 6.75 seconds reload time. The first boarder therefore leaves the ship after only 3.82 seconds.
- If the fleet roster has a Rush Command crew member I borrow her and add her ability to the McAlienface's efforts. Because the Teleport room only has capacity for 3 crew members, all boarding crew members must be placed in neighboring rooms.
- Boarding crew members must be placed so that they arrive at the Teleport room in the correct order to queue up for the teleport.
- The following 3 boarding crew members teleport in the given order:
- Guan Yu. He has high health (7 HP at the time of writing), Critical Attack (4.8 ability) and decent attack (2.4). He generally manages to kill one enemy crew member on arrival with his Critical Attack ability, the rest depends on whether there are crew left that are actively defending. Frequently there are none, so he takes 2 swings to completely destroy the enemy Teleporter room. First swing after the 0.5 seconds delay after boarding, second swing after 1 second delay between combat rounds, so the enemy Teleport room is destroyed after 3.82 + 1.5 = 5.32 seconds, which is before the un-rushed Teleporter room reload time that a maxed level 9 ship can achieve.
- King Salamander. He has medium health (5 at the time of writing), Poison Gas (3.6 ability) and good attack (2.8). He at least heavily damages any crew that is still present with his Poison Gas ability, then either fortifies the first boarder's room hold or continues to sabotage the Teleport room.
- Giant Slime. He has high health (6 at the time of writing), Poison Gas (2.8 ability) and decent attack (2.4). He usually finishes off any crew that is still present with his Poison Gas ability, then either fortifies the other boarders' room hold or continues to sabotage the Teleport room.
- If the fleet roster has a good offensive crew member I borrow her and assign her spot #4 in the boarder queue. Unlike the other three she does not target the enemy Teleport room, instead she sabotages the enemy Android, Hangar and Missile rooms (in that order).
- The remaining crew performs repair and weapons duty:
- Alien McAlienface: Repair = 1.0. Ability = Rush Command (ability 21.7). Main skill = Weapon. Default room = Teleporter room.
- Miss McAlienface: Repair = 0.8. Ability = Rush Command (ability 21.7). Main skill = Weapon. Default room = Teleporter room.
- Schrodinger: Repair = 1.7. Ability = Urgent Repair (ability 10.6). Main skill = Science. Default room = Shield Generator room.
- Agay: Repair = 2.1. Ability = Rush Command (ability 36.9). Main skill = Weapon. Default room = Missile room 1.
- Roborob: Repair = 1.8. Ability = System Hack (ability 0). Main skill = Science or Weapon. Default room = Mining Laser room 1.
- Mistycball: Repair = 1.2. Ability = Freeze Bomb (ability 0). Main skill = Science. Default room = Missile room 2.
Command# | Condition | Action | Comment |
---|---|---|---|
1 | None | Use Special Power | Critical Attack (Guan Yu) and Poison Gas (King Salamander) |
2 | Current HP < 50% | Target Enemy Engines | Engines are hopefully not occupied. |
3 | Current HP < 50% | Target Your Teleport | Anti-segmentation. If no Engines are left, go home. |
4 | Enemy Ship HP < 50% | Target Enemy Reactors | |
5 | Enemy Ship HP < 50% | Target Your Teleport | Anti-segmentation. If no Reactors are left, go home. |
6 | Enemy Teleport HP > 0% | Target Condition Room | Main target. |
7 | Your Ship Has Full Shield | Target Enemy Missile Room | Backup target. |
Notes:
- The script contains no command for self-preservation.
- One of the two usually survives to attack the enemy reactors.
Command# | Condition | Action | Comment |
---|---|---|---|
1 | None | Use Special Power | Poison Gas |
2 | Current HP < 50% | Target Enemy Engines | Engines are hopefully not occupied. |
3 | Current HP < 50% | Target Your Teleport | Anti-segmentation. If no Engines are left, go home. |
4 | Your Ship HP < 50% | Target Enemy Reactors | |
5 | Your Ship HP < 50% | Target Your Teleport | Anti-segmentation. If no Reactors are left, go home. |
6 | Enemy Teleport HP > 0% | Target Condition Room | Main target. |
7 | Your Ship Has Full Shield | Target Enemy Missile Room | Backup target. |
Notes:
- The script is exactly the same as the one for the other two boarders, except that the condition of commands #4 and #5 refers to "Your Ship" instead of "Enemy Ship".
Command# | Condition | Action | Comment |
---|---|---|---|
1 | Your Ship Has Full Shield | Target Your Teleport | Make the crew member target the Teleport room until the first shot hits the shield. This allows Rush Command to trigger in the Teleport room. |
2 | None | Use Special Power | Rush Command |
3 | Your Lasers HP < 100% | Target Condition Room | Repair duty = Laser weapons |
4 | None | Target Your Laser Room | Attack duty = Laser weapons |
Notes:
- None
Command# | Condition | Action | Comment |
---|---|---|---|
1 | Your Ship Has Full Shield | Target Your Teleport | See previous script |
2 | None | Use Special Power | Rush Command |
3 | Your Shield Room HP < 100% | Target Condition Room | |
4 | None | Target Your Missile Room | Attack duty = Missiles |
Notes:
- The script has the same general pattern as the one for Alien McAlienface, except that different rooms are targeted for repair and attack duty.
Command# | Condition | Action | Comment |
---|---|---|---|
1 | None | Use Special Power | Urgent Repair |
2 | Current HP < 50% | Target Your Reactor Room | Go to a room that hopefully is not under fire. |
3 | Your Shield Room HP < 100% | Target Condition Room | Primary repair duty = Shield generator |
4 | Friendly Room HP < 100% | Target Condition Room | Repair duty = Anything else |
5 | None | Target Your Shield Room | Support duty = Shield |
Notes:
- This script makes the crew member run around and fix everything that is broken.
- When the crew member is about to die, the crew member stops helping out everywhere and instead starts fixing reactors.
Command# | Condition | Action | Comment |
---|---|---|---|
1 | None | Use Special Power | Rush Command |
2 | Your Shield Room HP < 50% | Target Condition Room | Repair duty = Shield generator |
3 | None | Target Your Missile Room | Attack duty = Missiles |
Notes:
- None
Command# | Condition | Action | Comment |
---|---|---|---|
1 | None | Use Special Power | System Hack |
2 | Your Lasers HP < 50% | Target Condition Room | Repair duty = Lasers |
3 | None | Target Your Missile Room | Attack duty = Lasers |
Notes:
- Nothing sophisticated, this crew member is still low-level
Command# | Condition | Action | Comment |
---|---|---|---|
1 | None | Use Special Power | Freeze Bomb |
2 | Your Missile Room HP < 100% | Target Condition Room | Repair duty = Missiles |
3 | None | Target Your Missile Room | Attack duty = Missiles |
Notes:
- The script focuses the crew member on missile duty. The reason is that the crew member is still low-level and should stay more or less in his place. This works because the Missile rooms are quite close to each other.
Ship level 7
Notable upgrade improvements:
- +4 crew (after upgrading the new third bedroom)
- +1 shield HP (after upgrading the Shield Room).
- +2 ship HP.
- More ship space which allows to add a second elevator shaft.
- Two new rooms: Android Studio and Plasma Discharger.
- No additional energy!
- I bought the Visiri Mechbay room for starbux when it floated by as a daily special.
- I also bought the Car Garage and Captain's Quarters rooms for starbux from the PSS website (I had missed them when they were on sale as the daily special).
Things that I would like to improve:
- My boarders should not wait until the enemy ship's HP falls below 50% before they give up their room hold. I therefore hope to get the AI condition "Enemy Ship HP < 75%" by researching the next Python level.
- My repair crew should repair the Android Studio or Visiri Mechbay room. I hope to get the appropriate AI targeting actions by researching the next Python level.
Strategy:
- 3 Small Reactor rooms generate 21 energy. This is not enough to supply all weapons available at ship level 7. For this reason I'm not returning to the much simpler Gunship strategy which I abandoned at ship level 6. Instead, I keep on using the Teleport strategy.
Room changes since ship level 6:
- I had the same amount of energy (21) available at ship level 6. Since I now have additional power-hungry rooms (Android Studio and Plasma Discharger) that I want to use, I must make some cuts.
- Drop the second missile room. This frees up 3 energy. It also significantly drops my DPS because I can no longer spam 2 Penetrator Missiles when mid-battle is reached. Instead I have to rely on improved performance by my boarders. This should work because I now have 5 additional crew (4 from the regular bedroom that becomes available at ship level 7, and 1 from the Captain's Quarters I allowed myself to buy with starbux), also my crew is slowly leveling up and some of them now have really nice HP.
- Drop the Anti Craft Laser. This frees up 2 energy. I noticed that when I am up against opponents who use the Carrier strategy, they always focus their fire on the Anti Craft Laser and it is nearly impossible to defend the room because there is only 1 of them, so their focus fire is very effective. To compensate for the loss of the room, I tweaked the AI of my boarding crew so that they go after the enemy Hanager room much sooner than before.
- Drop the Engine room. This frees up 3 energy. This is another cut that I made with a heavy heart, but using an Engine just isn't viable anymore. Somebody using a pen spam strategy will probably use two Missile rooms and no Teleport room, so my boarders should go after the Missile rooms and I won't have to use an Engine at all. In all other cases I hope to out-DPS the enemy so that enemy missiles won't make too much difference.
- By freeing up 8 energy, then consuming 6 energy with the new rooms, my ship is now still short of 1 energy (remember that when it was still level 6 it was short of 3 energy). I'm no longer willing to leave it to chance what happens in a battle, so I'm making the following further amendment:
- Install the Visiri Mechbay room instead of the Android Studio room. This frees up 1 energy. With 2 HP the Visiri Mechbay unfortunately is more vulnerable than the Android Studio, but that's a price I'm willing to pay.
Alternative room setup:
- Sacrifice the Bolter room and keep something else.
- Drop the Bolter. This frees up 1 energy. The loss in DPS is more than made up by the new Plasma Discharger, which does twice the amount of System Damage, and 4 times the amount of Crew Damage. The Plasma Discharger's amount of Shield Damage is, unfortunately, the same - because a level 2 Plasma Discharger fires more slowly than a level 8 Bolter (5.75 seconds reload time instead of 4.125 seconds) my ship will therefore be slightly slower to get through the enemy shield.
- Variant 1: Keep the Engine room, but let it consume only 1 power instead of the 3 it would normally draw. In case the opponent has no Missile room the Engine room still depowers completely, in all other cases it at least has 33% of its normal chance (19%) to dodge a missile. Is a 6.3% dodge chance worth 1 energy? Probably not, even when the chance is somewhat boosted by crew members' Engineer stat.
- Variant 2: Install a Security Gate room. Obviously this should only be used if boarders become a problem.
- Variant 3: Replace the Visiri Mechbay room with the Android Studio room. The advantage is that the Android Studio room has more HP. The disadvantage is that the Android Studio works at a lower level than the Visiri Mechbay (which effectively functions as a level 6 Android Studio), and that it has only 20 storage instead of 22.
Energy generating rooms:
- 3 Small Reactor rooms
Energy consuming rooms:
- 1 Teleport room (3 energy)
- 1 Shield Generator room (3 energy)
- 2 Mineral Mining Laser rooms (2 * 2 = 4 energy)
- 1 Bolter room (1 energy)
- 1 Minigun room (2 energy)
- 1 Plasma Discharger (3 energy)
- 1 Missile room (3 energy)
- 1 Visiri Mechbay room (2 energy). I snatched this from a daily sale while I was upgrading my ship to level 7.
Crew rooms:
- 3 regular Bedroom rooms. Provides housing for 12 crew members.
- 1 Oven room. Provides housing for 1 crew member. I snatched this from a daily special sale when I was level 6.
- 1 Car Carage room. Provides housing for 1 crew member. I could afford to buy these from the PSS website (I had missed them when they were on sale as the daily special).
- 1 Captain's Quarters room. Provides housing for 1 crew member. I could afford to buy these from the PSS website (I had missed them when they were on sale as the daily special).
- 1 Fleet room. Provides housing for 2 borrowed crew members.
- Total crew housing space: 17
Command# | Condition | Action | Comment |
---|---|---|---|
1 | None | Set Maximum Power | Usually the action to use for power consuming rooms is "Increase Power By 1". I decided to use "Set Maximum Power" for the Teleport and the Shield Generator rooms because they are the essential offensive and defensive rooms on my ship, and I want them to get as much power as possible at all times. Also, sometimes I am making small changes to my ship which may result in the rooms consuming more energy than is available - when I make such a mistake, then accidentally go into battle, at least the two essential rooms get the power they need so that hopefully I won't lose the battle. Side note: I started to use the "Set Maximum Power" action when I was at ship level 6, during that time I ran an energy-starved ship on purpose. |
Notes:
- None
Command# | Condition | Action | Comment |
---|---|---|---|
1 | None | Increase Power By 1 | This is the regular Focus Fire script presented further up in the "Targeting 4" table. |
2 | Your Ship Has No Actve Shield | Target Enemy Lasers | |
3 | Enemy Ship HP > 50% | Target Enemy Shields | |
4 | None | Target Enemy Security Room | We get here only if the enemy ship HP is at 50% or below and my ship's shield is up with at least 1 HP. This means that the battle plan worked to some extent: The enemy ship is severely damaged and my boarding crew has limited their firepower so that - at least for the moment - my ship's shield can somewhat cope with the assault. At "Enemy Ship HP < 50%" my boarders give up their room hold and start to spread out through the enemy ship to disable further key rooms like the Reactor rooms. If the enemy has set up a Security Gate room we try to take it out with our lasers before our boarders run into it. If the enemy ship's shield is still up this may not work in time, but at least we have tried. |
Notes:
- This is set on the Mineral Mining Laser rooms, the Plasma Discharger room and the Minigun room.
Command# | Condition | Action | Comment |
---|---|---|---|
1 | None | Increase Power By 1 | The default power management. |
2 | Enemy Shield Room HP > 0% | Set Highest Fire Items | If the Shield Generator room is not yet destroyed this might be an indicator that the enemy crew is trying to repair the room. Setting fire to the room prevents repair and kills the repairing crew. The fire also deals a moderate amount of AP damage, but we rely on the Laser room AI to actually destroy the Shield Generator room. |
3 | Enemy Ship HP < 50% | Set Highest Hull Damage | The battle plan worked to some extent: The enemy Shield Generator room is destroyed and the enemy ship is severely damaged. But in all probability we are still far from victory - our own ship might also be damaged and we might be racing against the enemy who is whittling down our own ship's HP as we speak. We therefore switch to Penetrator missiles in the hope to be faster. If the enemy Shield Generator room is repaired our previous Fire damage strategy sets in again |
4 | Enemy Ship no Active Shield | Set Highest System Damage | So the Laser room AI has destroyed the enemy Shield Generator room, but the enemy ship HP is still high (higher than 50%). We now begin to deliver system damage, which is converted to hull damage if the room is still destroyed when the missile impacts. Repair crew arriving late is also damaged or killed. |
5 | None | Target Enemy Shields | Suppress the enemy shield. |
Notes:
- None
Command# | Condition | Action | Comment |
---|---|---|---|
1 | Your Reactor HP < 50% | Decrease Power by 1 | This is the regular Engine room script presented further up in the "Engine Room 1" table, except for the "Set Power" action. Here instead of "Increase Power By 1" we say "Set Power To 1" because our ship has not enough energy to fully power the Engine room - there is only 1 energy left. With only 1 energy instead of 3 the chance to dodge a missile is only a third of the normal chance (19%). I may revisit the decision to keep the Engine room and throw it out altogether in favor of a Bolter, because 6.3% dodge chance is really abysmal and may not be worth 1 energy. |
2 | Enemy Missilie Room HP > 0% | Set Power To 1 | |
3 | None | Set Zero Power |
Notes:
- This AI script is relevant only if the Engine room is actually installed. This is not normally the case, but further up in the "Alternative room setup" I have explained why it might be an option.
- I also used the Engine room with this AI script while I was still building/upgrading the Plasma Discharger right after the upgrade to ship level 7.
Crew strategy:
- Agay, Alien McAlienface and Miss McAlienface are rushing our Teleport room so that our first boarder can sabotage the enemy Teleport room. At the time of writing, these 3 crew members together shave off 38.8 + 2 x 25.3 = 89.4% from the Teleport room's 6.25 seconds reload time. The first boarder therefore leaves the ship after only 0.66 seconds.
- Because the Teleport room only has capacity for 3 crew members, all boarding crew members must be placed in neighboring rooms.
- Boarding crew members must be placed so that they arrive at the Teleport room in the correct order to queue up for the teleport.
- Boarders teleport in two waves.
- Wave 1 takes out the enemy Teleport or Missile room (in that order). The wave consists of 3 crew members. The capacity of the target rooms is sufficient to hold all crew members.
- Wave 2 takes out the enemy Hangar or Android room (in that order). The wave consists of 3 crew members. The Hangar capacity is sufficient to hold all crew members, the capacity of the Android Room is sufficient for 2 crew members only.
- Teleport order wave 1
- Robyna Hoots. She has decent HP (5), System Hack (403.8) and moderate attack (1.9). She incapacitates the enemy room on arrival for 10.08 seconds (plus 1 second delay inherent to the System Hack ability), then goes on to attack any defending crew present or, if none are present, to dismantle the room. Due to her relatively weak stats she will probably die pretty quickly, but her main goal is to prevent enemy boarders at all costs. Follow-up boarders will do the rest.
- Mistycball. He has relatively high HP (7), Freeze Bomb (187.7) and decent attack (2.5 base stat, increased to 2.9 with a Medium Axe equipped). He stuns all enemy crew members on arrival with this Freeze Bomb ability (currently 4.69 seconds), then goes on to slaughter any defending crew while they are stunned. Taking the 0.5 delay after teleportation into account, Mistycball should have a solid 4 rounds of attack. If a high HP defender is the first target and there are other defenders, Mistycball probably dies because the high HP defender absorbs most of the attack damage and the other defenders still live when they come out of stun. Otherwise he will not only kill all defenders but also dismantle the room. Important notes for the future:
- At first I wanted Mistycball to be the first boarder. The problem is that if the target room is the Teleport room, with his current ability Mistycball cannot prevent an enemy boarder from getting through. He can stun enemy boarders, but as usual he can't attack them because they are targeting a different room. So when the stun wears off after 4.69 seconds, the first enemy boarder will get away because our next boarder, Robyna Hoots, has not yet arrived and has not yet been able to System Hack the enemy Teleport room. If at any time in the future Mistycball gets his Freeze Bomb ability to exceed 6.25 or even 6.75 seconds (possibly with a Special Ability-boosting piece of equipment), then the boarding order should probably be reversed.
- Instead of a Medium Axe, some piece of equipment that buffs the Special Ability is very interesting. Currently I only have a Focus Shiv, which if equipped would buff Freeze Bomb to stun for 5.35 instead of 4.69 seconds. This is not enough for another round of attack, though. As explained in the previous note, it is also not enough to guarantee the next boarder's arrival. At ship level 7, the stun duration would have to be 6.25 seconds (for reloading the Teleport room) so that the next boarder can use his Special Ability, or even 6.75 seconds to overcome the 0.5 seconds delay before the next boarder can start attacking. Because of all this, I think that currently it is better to equip a damage dealing weapon so that Mistycball can do as much damage as possible in those 4 rounds of attack that he has.
- Zombie: It has relatively high HP (6 base stat, increased to 7 with a Pink Scarf equipped), Poison Gas (5.2) and decent attack (2.1). It is the cleaner.
- Teleport order wave 2
- Roborob. He has high HP (9), System Hack (272.3) and good attack (2.4 base stat, increased to 2.7 with a Skullmet equipped). He hacks the enemy room on arrival for 6.8 seconds, then either attacks any defenders or dismantles the room.
- Zombie: It has good HP (6), Poison Gas (4.8) and decent attack (2.0). If there are still enemy crew around that have survived Roborob, then it makes them suffer. Otherwise it adds to Roborob's room hold.
- Guan Yu. He has high health (9), Critical Attack (5.9) and good attack (2.6). Should there still be enemy crew around, he kills one of them on arrival with his Critical Attack ability, then he should get at least another 1-2 rounds of attack before he is killed himself.
- The remaining crew performs repair, weapons and defense duty. See the following table for details. Note that I'm using the Visiri Mechbay with Service Droids for additional repair/heal.
Crew member | Repair stat | Repair duty | Ability | Defense duty | Main skill | Attack duty | Comment |
---|---|---|---|---|---|---|---|
Hired crew | |||||||
Alien McAlienface | 1.0 | Laser rooms (< 100%) | Rush Command (25.3) | Laser rooms | Weapon | Laser rooms | Stationed in the top row of rooms. |
Miss McAlienface | 0.9 | Laser rooms (< 50%) | Rush Command (25.3) | Laser rooms | Weapon | Laser rooms | Stationed in the top row of rooms. |
Giant Slime | 0.9 | Laser rooms (< 100%) | Poison Gas (3.2) | 1. Laser rooms. 2. Reactor room (the one on the top row) | Weapon or Science | Laser rooms | Only after all repairs are done, if Giant Slime has sustained heavy injuries it is allowed to retire to the nearest Reactor room (which should be the one on the top row) so that it won't be hit immediately by the next shot. But if any repairs are needed it has to go on duty again. Stationed in the top row of rooms. |
Visiri Capt'n | 1.8 | Laser rooms (< 100%) | Rush Command (17.7) | Weapon or Engineer | 1. Laser rooms. 2. Reactor room (the one in the top row) | Laser rooms | Only after all repairs are done, if Visiri Capt'n has sustained heavy injuries he is allowed to retire to the nearest Reactor room (which should be the one on the top row) so that he won't be hit immediately by the next shot. But if any repairs are needed he has to go on duty again. Stationed in the top row of rooms. |
Schrodinger | 1.9 | 1. Shield Generator (< 100%). 2. Teleport (< 100%) | Urgent Repair (12.9) | Reactor room (the one in the middle row) | Science | Shield Generator | Only after all repairs are done, if Schrodinger has sustained heavy injuries he is allowed to retire to the nearest Reactor room (which should be the one on the middle row) so that he won't be hit immediately by the next shot. If he is lucky, Gray Virtuoso will shower him with a Healing Rain. But if any repairs are needed he has to go on duty again. Stationed in the middle row of rooms. |
Wandering Spirit | 1.3 | 1. Teleport (< 50%). 2. Shield Generator (< 50%). | Critical Attack (4.5) | Reactor room (the one in the middle row) | Science | Teleport | Stationed in the middle row of rooms. |
Gray Virtuoso | 2.3 | Reactor room in middle row | Healing Rain (3.5) | Reactor room (the one in the middle row) | Science | - | Stationed in the middle row of rooms. |
Agay | 2.4 | 1. Reactor rooms (< 50%). 2. Engine room (< 50%) | Rush Command (38.8) | Missile room | Weapon | Missile room | Stationed in the bottom row of rooms. |
Vivien | 1.8 | 1. Reactor rooms (< 100%). 2. Missile room (< 100%). | Urgent Repair (2.8) | Missile room | Engineer | Laser room (the one in the bottom row) | Stationed in the bottom row of rooms. |
King Salamander | 1.6 | 1. Reactor rooms (< 50%). 2. Missile room (< 50%). | Poison Gas (3.9) | Missile room | Weapon | Laser room (the one in the bottom row) | Stationed in the middle row of rooms. |
Borrowed crew | |||||||
2 crew members that defend the two reactor rooms in the bottom row, one crew member in each room. Their AI can be copied from Gray Virtuoso, it's this: "1 / None / Use Special Ability" and "2 / None Target Your Reactor Room". |
Notes:
- Overall I think this roster leaves much room for improvement!
Command# | Condition | Action | Comment |
---|---|---|---|
1 | Your Ship Has Full Shield | Target Your Teleport | Make the crew member target the Teleport room until the first shot hits the shield. This allows Rush Command to trigger in the Teleport room. |
2 | None | Use Special Power | Rush Command |
3 | Your Lasers HP < 100% | Target Condition Room | Repair duty = Laser weapons |
4 | None | Target Your Laser Room | Attack duty = Laser weapons |
Notes:
- Repairs all rooms in the top row.
- This crew member is stationed in the top row of rooms.
Command# | Condition | Action | Comment |
---|---|---|---|
1 | Your Ship Has Full Shield | Target Your Teleport | See previous script |
2 | None | Use Special Power | Rush Command |
3 | Your Lasers HP < 50% | Target Condition Room | Repair duty = Laser weapons, but go there only after Alien McAlienface has expired. |
4 | None | Target Your Laser Room | Attack duty = Laser weapons |
Notes:
- Script is the same as the one for Alien McAlienface, except for the repair duty condition.
- Repairs all rooms in the top row.
- This crew member is stationed in the top row of rooms.
Command# | Condition | Action | Comment |
---|---|---|---|
1 | None | Use Special Power | Poison Gas |
2 | Your Lasers HP < 100% | Target Condition Room | Repair duty = Laser weapons |
3 | Current HP < 50% | Target Your Reactor Room | Defense duty = Reactor |
4 | None | Target Your Laser Room | Attack duty = Laser weapons |
Notes:
- Repairs all rooms in the top row.
- Only after all repairs are done, if Giant Slime has sustained heavy injuries it is allowed to retire to the nearest Reactor room (which should be the one on the top row) so that he won't be hit immediately by the next shot. But if any repairs are needed he has to go on duty again.
- This crew member is stationed in the top row of rooms.
Command# | Condition | Action | Comment |
---|---|---|---|
1 | None | Use Special Power | Rush Command |
2 | Your Lasers HP < 100% | Target Condition Room | Repair duty = Laser weapons |
3 | Current HP < 50% | Target Your Reactor Room | Defense duty = Reactor |
4 | None | Target Your Laser Room | Attack duty = Laser weapons |
Notes:
- Exactly the same script as the one for Giant Slime.
Command# | Condition | Action | Comment |
---|---|---|---|
1 | None | Use Special Power | Urgent Repair |
2 | Your Shield Room HP < 100% | Target Condition Room | Repair duty 1 = Shield Generator |
3 | Your Teleport HP < 100% | Target Condition Room | Repair duty 2 = Teleport |
4 | Current HP < 50% | Target Your Reactor Room | Defense duty = Reactor |
5 | None | Target Your Shield Room | Attack duty = Shield Generator |
Notes:
- Repairs all rooms in the middle row, except for the Android Studio room for which there currently is no targeting action.
- Only after all repairs are done, if Schrodinger has sustained heavy injuries he is allowed to retire to the nearest Reactor room (which should be the one on the middle row) so that he won't be hit immediately by the next shot. If he is lucky, Gray Virtuoso will shower him with a Healing Rain. But if any repairs are needed he has to go on duty again.
- This crew member is stationed in the middle row of rooms.
Command# | Condition | Action | Comment |
---|---|---|---|
1 | None | Use Special Power | Critical Strike |
2 | Your Shield Room HP < 50% | Target Condition Room | Repair duty 1 = Shield Generator, but go there only after Schrodinger has expired. |
3 | Your Teleport HP < 50% | Target Condition Room | Repair duty 2 = Teleport, but go there only after Schrodinger has expired. |
4 | Current HP < 50% | Target Your Reactor Room | Defense duty = Reactor |
5 | None | Target Your Shield Room | Attack duty = Shield Generator |
Notes:
- Repairs all rooms in the middle row, except for the Android Studio room for which there currently is no targeting action.
- The AI is almost the same as the one for Schrodinger, except that the repair AI triggers on "< 50%" instead of on "< 100%".
- This crew member is stationed in the middle row of rooms.
Command# | Condition | Action | Comment |
---|---|---|---|
1 | None | Use Special Power | Healing Rain |
2 | None | Target Your Reactor Room | Defense duty = Reactor |
Notes:
- Waits for any injured crew to walk in so that they can be healed
Command# | Condition | Action | Comment |
---|---|---|---|
1 | Your Ship Has Full Shield | Target Your Teleport | See previous script |
2 | None | Use Special Power | Rush Command |
3 | Your Reactor HP < 50% | Target Condition Room | Repair duty 1 = Reactor rooms |
4 | None | Target Your Missile Room | Attack duty = Missile |
Notes:
- Repairs all rooms in the bottom row, except for the Laser room.
- This crew member is stationed in the bottom row of rooms.
Command# | Condition | Action | Comment |
---|---|---|---|
1 | None | Use Special Power | Urgent Repair |
2 | Your Reactor HP < 100% | Target Condition Room | Repair duty 1 = Reactor rooms |
3 | Your Missile Room HP < 100% | Target Condition Room | Repair duty 2 = Missile room |
4 | Current HP < 50% | Target Your Missile Room | Defense duty = Missile room |
5 | None | Target Your Laser Room | Attack and defense duty = Laser rooms |
Notes:
- Repairs all rooms in the bottom row.
- This crew member is stationed in the bottom row of rooms.
Command# | Condition | Action | Comment |
---|---|---|---|
1 | None | Use Special Power | Urgent Repair |
2 | Your Reactor HP < 50% | Target Condition Room | Repair duty 1 = Reactor rooms, but go there only after Vivien has expired |
3 | Your Missile Room HP < 50% | Target Condition Room | Repair duty 2 = Missile room, but go there only after Vivien has expired |
4 | Current HP < 50% | Target Your Missile Room | Defense duty = Missile room |
5 | None | Target Your Laser Room | Attack and defense duty = Laser rooms |
Notes:
- Repairs all rooms in the bottom row
- This crew member is stationed in the bottom row of rooms.
Command# | Condition | Action | Comment |
---|---|---|---|
1 | None | Use Special Power | System Hack |
2 | Enemy Ship HP < 50% | Target Enemy Android Room | |
3 | Enemy Ship HP < 50% | Target Enemy Hangar Room | |
4 | Enemy Ship HP < 50% | Target Enemy Reactors | |
5 | Enemy Ship HP < 50% | Target Your Teleport | Anti-segmentation. If none of the targets above are left, go home. |
6 | Enemy Teleport HP > 0% | Target Condition Room | Main target. |
7 | Your Ship Has Full Shield | Target Enemy Missile Room | Backup target. |
Notes:
- The script contains no command for self-preservation.
Command# | Condition | Action | Comment |
---|---|---|---|
1 | None | Use Special Power | System Hack |
2 | Enemy Ship HP < 50% | Target Enemy Android Room | |
3 | Enemy Ship HP < 50% | Target Enemy Hangar Room | |
4 | Enemy Ship HP < 50% | Target Enemy Reactors | |
5 | Enemy Ship HP < 50% | Target Your Teleport | Anti-segmentation. If none of the targets above are left, go home. |
6 | Enemy Hangar HP > 0% | Target Condition Room | Main target. |
7 | Your Ship Has Full Shield | Target Enemy Android Room | Backup target. |
Notes:
- The script contains no command for self-preservation.
Ship level 8
- The ship layout has 3 tiers, contains a superfluous gas collector, has a potential 2x2 space in the top row, and uses the Bridge.
- After buying the Aquarium crew room I had to slightly rearrange the layout.
- Before upgrading to ship level 9 I started an experiment to use the Ghost Factory room instead of the MG. Not sure which of the two is better.
- I got around to improve my rush AI, so that now my first wave of 3 boarders is away within 5 seconds (at marks 0, 2 and 5 seconds after the battle starts). The second wave of 3, alas, takes much longer (at marks 10, 15 and 20) because no rush is left, but at least a science crew is now speeding up the teleport room. The main problem right now is coordinating my rushers, because none of them is at 100% yet.
I won't document anything else about ship level 8, because I more or less rushed through that ship level without bothering to refine any of my strategies, or find altogether new strategies.
Ship level 9
Notes:
- I also rushed through that ship level, even more so than level 8 - I didn't even bother to upgrade the Shield Generator and Teleport rooms. Because of this there's not much to document.
- One notable change is that I'm now using 3 Android rooms, and that I have researched "Boarder Droid" in the laboratory. This has given me a notable trophy boost and I'm very satisfied with the change.
- The big boost that I expected from Python 3.0 has not yet happened because I have been too lazy to change my AI.
Ship level 10
TODO
Ship level 11
TODO
Crew equipment slots
The following table lists the crew (alphabetically sorted) that I currently own, and which equipment slots they have.
Crew name | Head | Body | Leg | Weapon | Accessory |
---|---|---|---|---|---|
Admiral Serena | x | x | |||
Agay | x | x | |||
Alien McAlienface | x | x | |||
Ardent Templar | x | x | |||
Bliss | x | x | |||
Commodore Firenz | x | x | |||
Daft Kittus | x | x | |||
Guan Yu | x | x | |||
Giant Slime | x | x | |||
Gray Virtuoso | x | x | |||
Huge Hellaloya | x | x | |||
King Salamander | x | x | |||
Maizi | x | x | |||
Maya | x | x | |||
Mcdonalds | x | x | |||
Miss McAlienface | x | x | |||
Mistycball | x | x | |||
Mummy | x | x | |||
Qtarian Bobby | x | x | x | x | |
Roborob | x | x | |||
Robyna Hoots | x | x | |||
Rocky | x | x | |||
Rudolph | x | x | |||
Schrodinger | x | x | |||
Sparko | x | x | |||
Thomas | x | x | |||
Turkey Man | x | x | |||
Verunus | x | x | |||
Visiri Capt‘n | x | x | |||
Vivien | x | x | |||
Wandering Spirit | x | x | |||
Xin | x | x | |||
Zombie | x | x |
Top desired equipment per slot
- Head
- Captain's Skullmet (+0.9 Attack)
- Anonymous Mask (+18% Special Ability)
- Emoji Helmet (+18% Special Ability)
- 9Bit Helmet (+16% Special Ability)
- Body
- Dark Matter Armor (+3 HP)
- Heavy Assault Armor (+20% Special Ability)
- Prototype Stealth Suit (+0.7 Attack)
- Leg
- Blue Leggings (+12 Science)
- Draconian Legging (+50 Fire Resistance)
- Dark Matter Legging (+35 Stamina)
- Soccer Shorts (28 Stamina)
- Legion Leg Armor (+0.5 Attack)
- Federation Officer Pants (+11 Pilot)
- Red Racing Pants (+11 Pilot)
- Silver Racing Pants (+11 Pilot)
- Hitchhiker’s Towel (+1 HP)
- Various tournament rewards give +Special Ability
- Weapon
- Large Axe (+0.6 Attack)
- Focus Saber (+19% Special Ability)
- La Paula (+17% Special Ability)
- Extra Small Phone Max (+18% Special Ability)
- Scoped Med Spoon (+3 HP)
- Accessory
- Aldara (+19% Special Ability)