X3 albion prelude ships
I tend to keep a mixture of anti-fighter and anti-cap capital ships in my fleet. But then when a Heavy Centaur runs into a cap its game over pretty much, so there's that. I really like the Split ships but I also tend to lose more of them because of their weak shielding. I just can't bring myself to send out unarmed ships if I can help it haha. I think the person that said leaving them weaponless is better may be on to something. I went with all mistral SFs for my traders this last play through and I'm already back to buying Mercury SF XLs because they just work and the extra turret doesn't seem to buy much suitability OOS. Every space object which is not a ship itself but can be targeted, like drones, mines, space suites, etc.I would agree with much of this but I really like the Argon freighters and the proximity to Terracorp kinda seals the deal. These ships make ideal traders and commercial agents for stations.They are able to carry XL goods with large cargo holds. Trade ships with increased firepower, shielding and cavernous cargo holds in exchange for reduced speed and a larger price tag. They are a must have for taxi missions and act as a storage for spare marines/mercenaries. These transport ships are designed for the luxury transport of large numbers of passengers. Lightly armed ships able to dock multiple fighters for more economical redeployment and hauling. The are unable to dock at stations and relying on Freight Drones for trade. These ships have huge cargo holds able to carry whole stations and even the ability to dock fighters. These ships have a limited ability to fend off attacking fighters and the ability to keep them supplied with torpedo missiles. Designed to eliminate any ship too slow to dodge torpedo missiles (ships bigger than a M6 and stations).
However, they lack the laser generators for sustained firing and are less agile. These ships have over three times the shielding and the ability to mount weapons that deal heavier damage than a M6 corvette. Stronger missiles are available to this class, too. A ship class less agile than a fighter but with at least twice the shielding and the ability to mount weapons that deal heavier damage. These ships are better shielded and have higher damage than M6 types but are slower. Ships of this class are used for exploration, ferrying equipment, scanning asteroids and drawing heavy enemy fire in an economical manner. General purpose combat ships in between M3 and M5 classes and have can mount the unique weapon types of their creating races. An intermediate between M3 and M4 ships which combines the defense of the M3 and the offense of the M4. A greater range of missile can be mounted to them. These ships have substantially higher durability and firepower but less maneuverable compared to The M4 and M5. Bearing more guns and shields than conventional M3 fighters at the cost of maneuverability. This comes at the cost of low speed and maneuverability combined with a large hit box. These ships deal high sustained damage and have shielding that makes mincemeat of most fighters, corvettes and stations. These flagships are as much of a bane to their enemies as the construction cost is to their owners. Ships of this class are very slow, heavily shielded and bearing lethal firepower. Ships of this class are able to economically bring large swarms of fighters (or corvettes and bombers in the case of the Aran, Kyoto and Valhalla) into battle while delivering some capital ship grade damage to enemies at a distance. Notable features of this incarnation of X3 are the addition of Rapid Response NPC ships, Jump Beacons, war zones and stock exchanges. X3: Albion Prelude was first released in 2011 and the most recent version is 3.3 (2017). This is the main page for all information relating to X3: Albion Prelude.