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太空 crew 生存指南

2026-02-14 16:00:17

AI智能总结导读

这是一篇《太空船员》游戏生存指南,介绍了舰长、通讯官等各船员职责与技能运用,还讲解了任务经验获取、能源分配、船舰与船员装备选择等生存技巧,帮助玩家在充满危险的游戏宇宙中存活。

如何在一个万物皆欲置你于死地的宇宙中生存 简介 欢迎来到太空!这是一个广阔而奇妙的地方,充满了奇迹……以及大约一百万想要你命的外星人。《太空船员》是一款很棒的游戏,在这个游戏里,所有事物都想置你于死地。我是说所有事物。外星人想让你死,你的飞船想让你死,你的能力想让你死,甚至漂浮在周围的岩石都想让你死。 本指南旨在帮助你生存并茁壮成长。让我们开始吧! 你的船员 让我们来了解一下你的船员,他们的职责,以及其中最重要的成员。

船员中最重要的角色是舰长。这并非因为他们是大多数科幻作品中的主角,而是因为他们是飞船的驾驶员。没有舰长,飞船无法移动,更重要的是——无法闪避。如果舰长因任何原因必须前往医疗室,务必确保有人坐在舰长座位上。即使是毫无技能的新手,也比让飞船静止不动被痛击要好。 舰长的技能主要围绕驾驶展开,同时还带有一些激励效果。当你进入战斗时,他们的防御姿态会使飞船的闪避率提升10%,这应该成为你的默认姿态。养成选择目标、加速时间的习惯,并且在时间减缓的瞬间切换到防御姿态。这将帮你减少大量伤害和死亡。

通讯官是你第二重要的船员。通讯官应始终坚守岗位。在紧急情况或遭遇登船时,他们可以去协助灭火。然而,当通讯站无人值守时,你将陷入盲区,无法察觉新的威胁或任何情况。这通常会导致灾难,因为你无法攻击未标记的目标,也无法标记那些正在攻击你的未知敌人。当飞船起火,通讯官回去修理氧气发生器时,你可能都不知道有新的战斗机编队正尾随并向你开火。 他们的技能强大,但充能时间较长。请求支援会召唤战斗机,后期还能召唤巡洋舰协助作战。这些船员非常出色,能造成大量伤害,从而减少你的飞船所受的损伤。他们还能提升经验值获取速度,这非常棒。 现在,你其他的船员也很重要,他们并非都是等着送死来证明危险程度的【红衫队员】。不过,他们是你应对非本职工作问题的第一道防线。当火灾发生或有外星人入侵飞船时,这些船员会放下主要工作,全力对抗敌人。

一名极为重要的船员,90%的时间都会待在炮塔里。他们是接受过近距离战斗训练的反入侵军官。不过,他们无需坚守岗位就能充分发挥技能。实际上,让他们一直待在岗位上多半是浪费时间,因为他们的岗位除了能让他们释放技能外毫无作用。所以他们大部分时间会待在前炮塔或抵御入侵者。 他们的技能非常强大。初期就能学会完全充能你的护盾。这在紧急情况下能帮你化险为夷,而当你掌控局面后,这甚至可能显得有些多余。最棒的是,这项技能不需要他们一直待在岗位上。跳出炮塔,坐到椅子上,点击技能,等待充能并发射,然后立刻回到炮塔里轰击外星人。

修理工和安保人员类似,大部分时间会待在炮塔里。他们的岗位可以让你重新分配电力,但任务开始时设置好之后,就很少需要调整了。你可以进行一些微操,但说实话,让工程师待在岗位上而不是炮塔里,弊大于利。他们的卖点在于修理能力最强,所以当出现问题时,他们是第一个需要离开炮塔去处理的人。 他们的技能有点平淡,只能提升反应堆输出,仅此而已。在游戏初期,当你的反应堆几乎无法提供足够电力时,这可能有点用。但即便是在初期,让他们待在炮塔里也比坐在椅子上多提供一点电力更有用。不过,他们虽然缺乏华丽的技能,但在快速维修方面却弥补了这一点。当飞船即将耗尽氧气时,正是这些人能在所有人昏厥之前让氧气系统重新运转起来。 关于这些人的一个小提示:如果他们不慎从你的飞船上掉落,你可以像前往普通航点一样找到他们。让某人操作牵引站,当他们进入射程范围时,你就能安全地将他们传送回来。

最后但同样重要的是炮手。这些角色是你的主要攻击力量。他们应时刻待在炮塔内。让安全官或工程师负责灭火和修理反应堆。炮手的最佳职责是消灭所有企图置你于死地的目标。他们经验越丰富,精准度就越高。 他们的第一个技能非常出色,能在短时间内提供100%的精准度。当你陷入困境时,这个技能可以扭转战局。他们的其他技能能为武器提供伤害或威力加成,但这些加成是有代价的。能量武器会释放辐射,对炮手自身及附近人员造成伤害;而增强自动加农炮则会引发火灾。如果必须让某个目标更快被消灭,这些(方法/道具)会很有帮助,但要记住,为了达成目标,你可能会在飞船上制造一些混乱。 任务、经验值、技能与你 当你踏上冒险之旅时,你将通过任务来进行。这些任务按难度分级,并且总会为你提供研究点数和 credits。 研究点数用于解锁飞船和船员的新装备。研究点数自然是越多越好。 Credits 可以用来购买通过研究解锁的新物品。Credits 同样是越多越好。 现在需要注意的重要一点是,任务本身不会提供经验值。你的船员需要经验值来升级。那么经验值从哪里来呢?答案是消灭外星人。这意味着你获得的经验值多少更多取决于你自己,而非任务本身。大多数任务都会有安全路线(路程较长但敌人较少)和快速路线(跳跃次数较少但有更多敌人想要攻击你)。选择快速路线通常能获得更多经验值——前提是你能存活下来。如果你需要更多现金来购买不错的升级道具,快速完成简单任务的诱惑很大,比如直接冲向目标并尽快跳跃。 抵制这种冲动! 在游戏初期,提升船员等级是最重要的事情。充分利用那些简单任务,不要留下任何异星生物活口!对它们采取全面战争的策略。 为什么? 因为到了6级这个重要等级。在6级时,你可以选择让船员学习第二个职业。不过这需要付出代价,他们的升级速度会变慢,因为经验值会分配到两个职业池中,而不是一个。因此,你的船长并不是学习第二职业的理想人选。他们会一直坐在椅子上不离开,所以当个还不错的舰长和还不错的安保官,远不如当个驾驶技术如风中之叶般灵活的优秀舰长有用。 对其他人来说,这很重要。尤其是负责炮塔操作的船员。如果你没有接受过武器训练,你的命中率只有30%。换句话说,每开十枪就会有七枪打偏。这很糟糕。让你的船员升到六级会让一切变得轻松很多。拥有四座能集火且命中率100%的炮塔,可以消灭大量外星敌人,而飞船几乎不会受损。 能源陷阱 你已经安排好了船员,配备了基本装备,即将踏上冒险之旅。当你开始任务时,第一件要做的事是什么? 管理你的能源!出发前,请正确设置好能量!

This is your power grid. At first you only have 4 to work with. So it is important to use it correctly. So which is most important? Engines. Hands down. All the way. Moving on. Okay, let me explain. Weapons power and why it is bad. You need 1 bead of power in weapons to shoot any energy weapons. This is all you need. Honestly, almost ever. Why? Well, for starters boosting it above one increases the damage of energy weapons ONLY. Full energy to weapons? 145% better lasers. 100% on the guns though. Only one energy in weapons? 100% to both. This is compounded by accuracy. Remember fresh crew members are horrible at shooting. Your non-gunners have a 30% accuracy. Even starter gunners miss half the time. So you have to half that bonus or more. It's bad, don't fall into the trap. Put energy else where. Shield power and why is isn't very good. Every bit of energy in shields makes your shields charge faster. Sounds great! Why is it bad? Because it is suppressed every time you get hit. Four blips of power boosts recharge to a whopping 200% percent! When they don't get hit. And in combat they WILL get hit. A lot. All the time. Your captain in defensive stance will try to put your strongest shield toward the enemy but 90% of the time you will be swarmed by fighters from all angles. And one point of damage is enough to keep your shields from charging at all. Now later on, it is the best second place to drop energy. But I'll get to that in a second. What about gravity? At the start I would say take it out and drop it in engines. You can have your engineer toss it back in to gravity if things get dicey and you need to repair multiple systems. Or any fire. Seriously, don't try to fight fire without gravity. So what makes engines the place for all the power? One word: Evasion. Every point in engines boosts your evasion by 10% (which is further boosted by your pilot's skill). Every shot you evade does no damage. This means that your shields stay up longer. Your crew takes less damage. Your systems fail less often. The full 4 blips of power gives you a solid 30% dodge. Anyone who's played FTL knows how powerful dodging can be. Combine this with the 10% evasion from defensive piloting mode and your ship will dodge around half the shots coming your way. Once you have engines maxed out, shields are a good place for extra energy. When you dodge enough your shields can actually recharge somewhat in combat but that's for after engines are maxed so much MUCH later in the game. So on the early missions take energy out of gravity and toss it into engines. And upgrade your reactor as soon as you have the research to do so. More energy the better! Crew Equipment and Ship Equipment. Your crew WILL take damage. This is a fact of life. Shots will get through even the most agile ship with the best captain and the strongest shields. Equipment is there to keep them safe. However, don't just grab the highest armor. The better the armor the slower your crew moves. So basically, everyone but the Captain needs a balance of defense to moving like a slug. Taking next to no damage don't help if your engineer takes a month to get to the reactor that is about to explode. There are crew equipment that provides oxygen, this is a trap. Keep your oxygen system repaired and keep your head in a helmet. There is crew equipment that provides protection from radiation. This is situational at best. There is a case to have your engineer pop it on so they can fix the engines. However, they don't take a lot of radiation damage in the first place. I suppose you could outfit the energy turret gunners with it to use more overpowered shots, but honestly getting shot and dying is worse than not overloading the weapons. Ship equipment is varied but here are some rules of thumb. Reactor: You want as much energy as possible. This is the stat to look at. Engines: Evasion is what you want here. Less radiation or more hp is less important than not getting hit in the first place. Shields: Recharge sounds tempting but you want cap here. The bigger your shields the more punishment you can take. And keep in mind your security officer can completely refill them with a cooldown. Medical bay: Capacity is king. When you run out of healing juice you can't heal any more. Getting it into your crew faster is great, but running out quicker is worse than having someone in med bay longer. Weapons are up to you. There are energy weapons that are good against shields, physical weapons that are good against hull and armor. Find what you like. A note on missile launchers though. I'm not sure if it is a bug or just how they operate, but they seem to miss more than other weapons. Even with focus fire on (100% accuracy) I noticed several salvos missing their target. Equipment lockers: Up to you again. Just make sure to have a space suit handy for engine repairs. A few fire extinguishers near weapons that catch on fire. And a couple rifles to repel invaders. Where to place them is up to you. Although, note that invaders can only come in from the bottom left room so plan your weapons around that. Advanced tips As I've progressed further I've found a few more tidbits to help your travels through the inky black. Your captain's Inspirational Speech ability heals for just about the same as the radiation damage from Overdriving energy weapons. So you can pop the overdrive on all your energy weapons for the damage boost and when they are finished have the captain give a speech to heal everyone back to full. Gunners learn the ability Backup Power which can be used on any energy weapon. When you have power they give a damage boost without any cost. This ability can also be combined with the Security officer's Emp. The Emp will knock out alien ships AND your reactor. Then you can pop the Backup Power to continue firing on the helpless aliens. As a follow up to the above, the rail gun is a physical weapon that uses energy so you can use it as an anti-hull weapon that can take advantage of those skills. However, the rail gun has issues firing from the side mounts. if you plan to use it put it on the back and front mounts to get the most out of it. And finally a word on dual pods. To min max with them you'd need to watch the aliens around you and select your crew from the list on the left instead of zooming all the way in. As they fight you watch the aliens flocking around you. When your guns hit a shielded foe, you can see the strength of the shield by the color of the orb around them. When it gets dark red it is about to fail and that is when you'd swap to kinetic. The next burst will collapse the shield and hammer their hull. For elite foes the game gives you a hp and shield bar so you always know their shield and hull strength. Set dual pods to energy for the blue bar and swap to kinetic once it is gone. Farewell and Goodluck With these tips and tidbits your crew should have a long and hopefully not too deadly time out there in the black. Have fun and stay safe!

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