Once more into the breach! By which I mean, I'm off to do some brave running away in the most heavily armoured ship I have.
Sitrep: not good. The bugs are arriving at the same time I am. Local AX pilots seem to be hoping I am here to back them up. I feel bad about saying no, but also I am really bad at combat - especially in this ship, this close to the ground, in the dark. Best I can offer is to get their friends and families out of there. At least we did get confirmation that refugee missions absolutely are contributing to the BGS on whether the thargoids are pushed out of a system or take it over entirely.
Sitrep: getting worse. Shooting the humanitarian aid is a bit off old boy. These thargoids don't know the rules of war at all, the blighters!
Takeoff was equally nasty. The bugs managed to get a caustic missile up my tail pipe (tbf, the Cutter has a few to aim for) and it nibbled away at me all the way back to the rescue ship 5 jumps away. Arrived around 75%. Which is basically fine as long as I always go in fully repaired.
Another port, in daylight, actually looked even worse and had even more things shooting at me. They do not wait to see if ships are hostile, they're just there to exterminate. EXTERMINATE!
Really do need to remember to throw out some heatsinks when they're shooting at me. I'm told it helps.
After three trips, I am fairly sure there is no payout difference between stations that are under direct attack, vs stations that are on alert - or if there is, it's in the region of 10-15% extra. Although during the livestream, FDev did seem to hint that missions for stations under attack would be more impactful, that may be entirely in the BGS. Down side is they're all planetary and thus take longer than evacuating starports before the bugs reach them.
In terms of materials payouts, I think it may be more optimal to take 3-4 smaller groups than 2x80s, since the max payout is 5x grade 5 and there are a lot of parties sized 18-35 who can offer 3-4 materials for a reliable total of 12-16.
I am planning on dropping one of my class 5 (16 passenger) cabins for a bigger fuel scoop, since I'm currently running only a 3A for emergencies, but some of the routes are more jumps than will fit in my tank - thus qualifying for emergency scooping every time. A 5A should scoop 3x faster and hopefully eliminate the waiting around. Also going to drop the class 4 FSD booster for a class 3, since it only drops from 33.5 to 32.1ly, and I can put a cabin back in for a total of 152 seats. Paired with 2x80 being relatively unfavourable in terms of material rewards, this feels like a good compromise in the build.
Of course the best solution would be if FDev made size 7 and 8 passenger cabins available to really big ships... I have a size 6 cabin in a size 8 slot and that kind of feels bad
Also, I'm getting a bit annoyed with the way the autopilot docks at rescue ships in a Cutter. It overshoots a lot, and kind of wobbles side to side for a solid minute before managing to set down. I'm faster manually, but that's not the point
