Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Bullet Point Basics - Career Mode v1.1.0
Av Haventree Attack Shark
Career Cosmoteer For Busy People.
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What
Cosmoteer is a great game in the overlap of Factorio and FTL:Faster Than Light.
All three are quite complicated and getting a corner to start can be difficult.
This guide is to provide useful starting knowledge with brevity.
Why
At time of writing most Cosmoteer resources are youtube videos, in the range of 10 to 30+ minutes.
Career mode is great but early mistakes can completely derail progression, and busy people who just want to have fun can miss a lot on the way.
Ship Basics
  • Laser ships are richer - Lasers use a less and fewer resources and need less crew and space micromanagement.

  • Cannon ships are swingy - Cannons do AOE damage and start fires; the cannon modules have more health. Conversely, ammo storage creates weak spots in your ship.

  • Missile ships are spikers - Missiles can straight up end a fight if enough are launched at once, but due to the way missiles work, missile ships are constructed of explosive weak spots with some utility rooms added in.

  • Railgun ships are scary - a 3 stage railgun ship can consistently bypass armour to pop reactors, but in turn they require considerable resources and planning to work efficiently.

  • An understaffed battleship will get a beating by an overstaffed fighter - guns need constant supply which under combat conditions can and will get snagged, this is what you will spend most of your game time optimising.

  • Add layers of tessellated 2x1 armor (like bricks) - this spreads damage out over more armour cells compared to solid blocks.

  • Use the copy/paste feature and the mirrored placement feature - It makes for somewhat bland ships but getting More Dakka More Faster with fewer clicks is More Better.

  • Engines can and should be placed in armoured boxes - Physics be damned when you start building out your ship to big boy numbers, cubes of thrusters pointing 'inward' with armoured cells last longer.

  • Rooms slow down your crew - do not build your ship out of storage spaces, corridors are there for a reason

  • Manual Door and Corridor placement is your friend - sometimes a room is better with More Dakka Doors.

  • OSHA is for plebs - crew return to their quarters when they're idle, if they start adjacent to where they want to be (e.g. a nuclear reactor), they'll get more done.

  • Gunners can be chained to their posts - Dedicated gunner crew have no need to ever leave their consoles; the corresponding crew quarters for them can consequently be put anywhere.

  • Bigger Reactors Need Less Overall Crew - S/M/L produce 1/2/3 Installed Batteries per crew trip, fewer trips = more things powered.
Resource Basics
  • You won't make a profit through basic trade - Miner or Pirate Privateer are the valid career choices at the moment.

  • Crew get expensive - each crewman requires the salary of the previous crew + modifier; 100 crew can be more expensive than the ship they run.

  • Shields and Armour save you money - Every engagement will cause collateral damage to your vessel(s), but you can pay for it to only cost steel instead of copper products and lives.

  • The Mining Laser is Great - Time and motion spent on the mining laser (usually only 1 per ship until much later in game) will make up for itself in collecting more resources on one trip before getting interrupted by Rude Strangers.

  • Prioritise valuable resource collection - right click on the mining icon to de/select the more valuable resources.

  • Building is faster than collecting - If the build grid of a ship overlaps with floating resources, the floaters will be used first to pay for construction; no need to send crew after it.
Career Points
  • Cannons Are Not Your Friend - Cost in ammunition + crew + storage space + collateral damage to perfectly good salvage will rarely work in your favor.

  • You can steal Liberate some ships - If a destroyed/abandoned ship has an airlock you can transfer crew to it to take it over once it's been defeated so watch your aim.

  • Battlestar Galactica is a cautionary tale - spread resources and factory facilities through multiple ships and give all of them hyperdrives.

  • Space Dwarfs Are Rich - Mining is *very* lucrative in this game, doubly so if you can delegate it to dedicated ships and go Pirating Privateering to aggressively keep them safe.

  • Do major renovations away from space stations - if in orbit of a station, any resource you don't have will be bought and paid for on the spot, this will lead to expensive mistakes.
Fleet Basics
  • More Ships = More Better

  • You can make new ships - the 4th button on the top left of the main game view allows you to set down a new hull. Cockpit + reactor + crew quarters + airlock is the absolute minimum.

  • Stock Ships Are Great - Door's Imperium Pandion, possibly bored out for lower tech weapons until you can afford them, are all you really need until you move to a hazard 8 system. Learn ship design by driving and repairing good examples!

  • Stock Ships Are Easy - Ships can be completely remodelled with the Ship Editor > top left submenu > Load Ship (Replace Existing) option.

  • Abandoning ships does not always return all its resources for mining - deconstruct the ship down to 1 crewman and an airlock before abandoning it.

  • Attack the flanks - Stock ships are typically designed with armour and shields in the front , 2 ships with 2 guns will do faster damage than 1 with 4 if you can sidestep the armour.

  • The attack button is more complicated than it looks - clicking the attack button sets your target, once you have a target, it sets your distance and attack angle.

  • Utility Ships are Great - A mining laser ship with no storage spaces will spend all its time just mining, Collection ships with just crew spaces and storage means less dead weight on your battleships.
Design Notes
This is where the greater meat of the game lies and Emprah Willing when I actually know more (only had the game a week) i'll write a separate guide for it. For now, here's the pitfalls I fell in.

  • Brake thrusters are not that important - Cosmoteer Space applies inertial drag, so your ships slow down whether you want them to or not.

  • Fire extinguishers don't matter until they do - Cannons ignite fires which do damage over time. You probably want extinguishers near your reactor and any ammo storage.

  • 2 Crew is enough to run a cockpit and 3 acceleration Thrusters - you will rarely need more in a utility ship.

  • The Deck Cannon is a trap - Plan around the whole magazine getting fired and then abandon it for the rest of an encounter; do not rely on them. The AOE stun effect on your own crew is severe.

  • Railguns are The Business but the same unlock money in lasers will pay off in career salvage - The Railgun can consistently hit things through armour, but short-mid term you want to try and hijack them instead of paying for the whole ballistics tech tree.

  • Room assignment matters more than crew shirt assignment - It's entirely viable to run ships with only redshirts/navy ratings. Assign crew quarter rooms to specific ship function rooms for maximal efficiency.

  • Work out the exact number of crew you need and supply that to the ship - juggling spare crew between ships is Not Fun.

  • Ze Plasma Ion is game winning - reliable 100% accurate damage when used in paired ships can dissect double or triple enemy tonnage at good trade ratios.
20 kommentarer
mkinjubhy 27 nov, 2023 @ 11:43 
Thank you for a text-based guide!
nepholaz 24 okt, 2023 @ 2:33 
Oh I forgot to mention; "Brake thrusters are not that important - Cosmoteer Space applies inertial drag, so your ships slow down whether you want them to or not."

Brake thrusters are not important? Yes they are, you don't just use them for braking but also for keeping your distance to the enemy ship while pointing your nose at it (kiting). At least that's how I play with my ship designs (frontal weapons, shields and armor, little to no armor on sides and rear)
nepholaz 23 okt, 2023 @ 23:11 
"Canons are not your friend"

Well no shit, ask yourself; what's better to fight in space with? A weapon that can possibly shoot infinite amount of times or a weapon that shoots finite ammo with precious resources that you could use for something else or for profit? Also ballistic weapons make a mess and I like to salvage my ships in as much mint condition as possible. So yeah, laser ships are richer than canon ships and then some.

By the way, I have a tip: If you coat your armor with structure, you will be able to spread the damage of weapon fire even more. Especially with canons and missiles. It's sort of like a mesh armor of a battle tank. And it should also help against disruptor fire, since you basicly install a giant lightning rod around your ship. Though laser blasters will fire through it without problem
Tyrax Lightning 14 aug, 2023 @ 11:52 
(Arceus damned 1,000 Character limit...)

I can totally see why Mining Lasers would be completely unnecessary in PvP, but lovin them in Career. Also I think and build like a Dwarf, so of course I just gotta get in on the Mining Action of the game, so I love Mining Lasers! Can't help but to wonder if how they go about firing and are designed in general has room for improvement though... but game's early enough in access atm that i'm not seein any reason to sweat it at this time. Also i'm a carnage and destruction lover so I wish it was easier to get my Mining Lasers to rekt that Asteroid Rock. I'm one of those kinda people that can enjoy rektoning for funsies. >:) (Plus, also a Lore-Based practical reason: Why NOT clear out 100% of the Asteroid while it's already getting Mined... then there's that much less amount of Ship Travel Obstacles to worry about while flyin the Cosmos!)
Tyrax Lightning 14 aug, 2023 @ 11:51 
Thank you so much for this Guide! :anadinesmile:

I heard from others that Mining Lasers can attack and down live Enemy's Reactors and take them down without exploding them, thus preventing them from exploding potential salvage outta your reach for good... I can vouch for the fact that it works! It was especially valuable for safe neutralizing Reactors built on enemies hugging up against their Cockpit (aka 99% of Early Game Ships...) making it easier to try to bag precious early game Processor salvage!

Blow up enemy Weapons and Thrusters that they use to reverse and if easily doable their turning/strafing Thrusters then ya usually can telly your Main Weapons to chill and your Ship to close to Mining Laser range and have them finish the job, especially on Enemy Cockpits/Reactors, to try to boost the amount of salvage ya can turn that enemy into... all the while getting satisfaction in the fact that ya are finishing the Enemy off by eating them alive... to death... >:D
Piratebear 14 dec, 2022 @ 0:46 
You can disable weapons auto-fire and make them only fire when given a target (click on gun).

You can manually aim weapons to find out if they can shoot past obstacles (your own armor) e.g. in direct ship control mode. There is no unintended friendly fire.

You can sell doors, even by accident. Check if every room has access.

Supply chains are a no-no in early game. The time I've spent figuring out why the newly placed Point Defense doesn't get powered!

Cockpit direction does not matter.

Armor is insanely heavy. You can show mass in the bottom right in construction mode. Don't put armor on anything that doesn't fight or you'll slow yourself to a crawl.
Brigand231 28 nov, 2022 @ 15:56 
Thanks for the guide!
Does anyone have a good example for a tank/battleship to learn from?
My current fleet is a pair of fast attack ion fighters/flankers, two double railgun boxes with 11 accelerators and double flak cannons on the front, and an enormous factory ship bristling with missiles. I need something to suck up damage while everyone else gets into position. My factory ship has enough PDC's that it can actually shoot down incoming railgun shots, but it's far from ideal. I need a real anchor for my battlegroup.
Lanky 26 nov, 2022 @ 16:17 
How do I declare war on other factions, or how do I attack friendly ships
Light0234 13 nov, 2022 @ 10:07 
while railguns and nukes are the end game weapons of choice ion beams are always a save bet for damage reardless just make sure they all fire at once
Mr Blue 9 nov, 2022 @ 14:26 
People underutilize deck canon are disgust me