Ka-Bump!
R197 seems to work fine. It has more stuff, less bugs, and things like that.
Has anyone had much of a go at ship designing? I have a tendency to start with a troop transport (vets and room for more officers/crew from the word go), but it's not exactly hard to design a better one.
Hull 3 (I know it's really low, but you've gotta save costs somewhere)
Shields 1 (more cost saving)
Sensors 4 (sensors are hugely important. Saves time, saves fuel, gives science officers experience)
Engines 3 (it isn't a combat ship, run away!)
Weapons 1 (for other modules, crew or fuel pod. Even good weapons fit in one slot)
Crew 15
Fuel 80 (it's a throw-up between 85 fuel/sensors 3 and 80 fuel/sensors 4. Both save wages, one from the beginning, one all game. I went with sensors 4. Sometimes you find awesome stuff you won't be able to use otherwise, on ships, planets or in stores).
Plenty of fuel, plenty of crew. If you come across any good engines or sensors, at least you get to keep them without needing a new ship. For 3500 credits it lets you save up for tier 3 stuff, entirely skipping tier 2 if necessary. Although, see below, so you don't waste credits. Hull points are a hassle, but the difference between 3 and 5 still means constant repairs either way. You can upgrade to diamond armour (or the next one down) pretty damn cheaply on a tier 1 ship, then watch your HP and repair costs skyrocket, but at least you'll have the HP even with this design. Use your weapon if you find a good one for on-planet bombardment, but it mostly lets you transition to a tier 1.5 drop ship with a crew pod (25 members) later on, or dump on a fuel pod if you get a duff sector or wages screw you. Once you've got some cash, start upgrading that away-team as much as you can.
It's hard to design a ship that is specifically "better" than the tier 2 ships are by default, point-for-point. Kind of. You can make the above with more crew and a few extra hull points and have it more flexible and actually worth the cash. It might be better to skip the whole tier and either just use your transport until you've saved for tier 3, or make the below, which is a definitive upgrade to the starting TT. Kind of.
But here's my best attempt at a reasonably purchasable ship:
Hi-Tech Drop Ship.
Hull: 5
Shield: 1
Engine: 3
Sensors: 4
Crew: 20 (upgradable with crew pods)
Weapons: 3 (you sort of can first-strike with it, but the weapon turrets are actually for crew and fuel pods).
Fuel: 90
Price: 5000
It's better than a drop-ship (honestly, sensors and engines ARE that important) and can hold plenty of weapon modules or pods as you want them. Worth the 5000 credits, where it's hard to say if a drop ship or my upgraded troop transport would be worth buying at all. This one is.
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What are people's thoughts on the traits system? I tend to sell down some initial credits until I can pick 4-5 traits, then pick Aim (everyone is now a sniper) and Haggle (an absolute fortune gets saved in the long run). Maybe a couple of extra space suits for your officers if you want. I get another science officer straight away so scans work better as well as bio pickups, then whatever you want with leftover credits (more officers and one squad leader usually). Rummage through the starting locker, and remember to manually assign space suits to your science guys first.