Cosmoteer 8 – RESOURCE JUGGLING – First Look, Let's Play



Join me as I play Cosmoteer, a game where you can design any ship you want and succeed in manifuld ways! โญSupport Katherine on Patreon: https://www.patreon.com/katherineofsky

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Release Date: 24 Oct 2022

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Check out these other fun series:
Timberborn Golem Update (The Other Mesas): https://www.youtube.com/playlist?list=PL4o6UvJIdPNoV8J3EimJxfyDX-tB70SdK
Factorio 248k Mod: https://www.youtube.com/playlist?list=PL4o6UvJIdPNqllP7IA-oMtm36buGspdNY
Factorio Seablock w/ Mathias: https://www.youtube.com/playlist?list=PL4o6UvJIdPNq5muuq4aXIlyxSAgmCxOAp

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About Cosmoteer:
Design awesome starships using intuitive ship creation tools that are easy to learn but hard to master. Fully customize your shipโ€™s shape and floor plan, choosing where to place individual modules including weapons, engines, hallways, and crewโ€™s quarters. Your shipโ€™s design is key to its survival, and every decision you make will impact its performance in battle. Easily share your designs with others through the Steam Workshop, Forums, and Discord.

A shipโ€™s crew is its lifeblood. Numbering from half-a-dozen to a thousand or more individually-simulated people, your crew will pilot your ship, operate its weapons, and carry munitions. How efficiently they operate determines how well your ship will perform in combat. Your crew are autonomous but you can optionally customize their behavior with specific roles and job priorities.

Command your ship or fleet in real-time tactical battles. Combat is physics-driven, explosive, and immensely satisfying. Each module can be individually targeted and destroyed, and whole ships can even break apart into multiple pieces. Target an enemyโ€™s weapons to eliminate its offensive capability, destroy its shields to lower its defenses, or go for the kill by taking out its reactor.

Become the most famous โ€œCosmoteerโ€ in the universe by battling A.I. ships, taking on contracts for factions, earning loot, and upgrading your own ship while exploring a procedurally-generated galaxy, alone or in online co-op with friends. Then test your ship design and command skills online against other players in multiple PvP battle modes. Or let your imagination fly free in the Creative Mode where you can build whatever you want with unlimited resources.

Still want more? A powerful modding framework and Steam Workshop will keep Cosmoteer constantly feeling fresh with new player-created weapons, modules, and other enhancements.

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34 thoughts on “Cosmoteer 8 – RESOURCE JUGGLING – First Look, Let's Play”

  1. The new crewmen won't work for you, because your fame is to low. I think this should prevent you to build so big, without "farming" more fame. For 80 crew your fame have to be much higher than 145. (could be adjusted in the difficulty setting on the start)

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  2. This seems like the kind of game where i can definitely let my inner ship snob take control.

    I think most of your issue comes down to crew and poor design. Which part of the design problem isn't your fault since this is a 2D game.

    I would go backto the drawing board and create a ship designed to be ran by 21 crew mates. I think you currently have too many weapons and too much surface area for your small crew to protect. Also, focus on longer ships, not wider ships. Minimize dead space by reducing the amount of hallways to only what is necessary.

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  3. The front right shield at 32:00 needs a door, too.

    ETA: I love how honest you are with your thoughts in all your let's plays, and your criticisms are based in things we see on the screen! Part of the reason we love you!

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  4. I think the crew limits are there so you are not to overpowerd for your area. You are still in the very fist area but your ship is already way to big. Sometimes making your ship bigger without enough crew actually makes it worse because nothing does really work in combat. For the first Zone your railgun alone is enough to beat every opponent. But because the crew are so distracted with everything nothing gets reloaded.

    Another tip to save on crew is to use armor instead of shields. Armor can just be there not needing crew and is actually very cheap to repair.

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  5. Just as a note, each, station, ship, etc has a separate supply of people you can hire. I like to segregate jobs… make a command role, make a gunner role, transport role, engineers, miners… etc so that when you lose people the key jobs still get done in priority order for that role… just like breaking the ships up to different roles… miner, fighter, storage… do the same thing with ppls. fun times!

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  6. Crew is the hardest part of this game and getting rep for crew is going to slow and the cost of crew is very high as well , I feel like the rep should be more for what missions you can take and what rewards you get

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  7. oh wow, dev being lazy there.
    "Let's not make a convenient system, instead use this convoluted way of assigning and going back to each ship individually, also limiting you to.. 9 ships?"

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  8. Perhaps a better choice would be to temporarily abandon your main ship and make a fast moving smaller, well protected ship with decent weapons and a small crew. Either pick a close-up combat ship or a long-range combat ship depending on what combat style you like. Go for heavy armor, some shields, and go either laser blasters with cannons for close up fighting or, if you have the money, an ion beam long range craft with point defense and the mining lasers for close up. Don't add bells and whistles on your new ship to keep the crew demand down. Put a skeleton crew on your main ship, more crew on the mining ship and fully crew this new fighting ship. Take the new ship to a new area so you can kill higher difficulty ships. Then you can re-crew your other ships.

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  9. Hello, normally I don't comment on the videos but I'm loving the Cosmeteer series, I learn a lot of mechanics, thank you very much for your work. Also tell you that it helps me learn English since your pronunciation is perfect. Greetings from Majorca

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  10. I know lots of people have already mentioned it, but your right front shield isn't being powered because it lacks a door. <3

    As far as the crew goes… You're being limited by your fame. All of the stations and ships have people available but you can only have a maximum amount of crew based on your fame and you've hit that cap. If you wanted to stay in this area and get more fame, it looks like you can still get some more from some of the more dangerous combat missions. The destroying pirate station missions look like they could still get you more. Otherwise, I have to assume there are harder missions with higher fame caps in later areas.

    I think (as the person whose never played the game and thus I acknowledge I may well be wrong) that your best option at this point is unfortunately probably to consolidate your crew down to 1 ship and design that one ship to work well within your crew limits. I think trying to run 2 ships with a small number of crew is just resulting in a lot not getting done. I think that your factory ship may not be factorizing(because the word amused me) is just that the limited crew are too busy trying to just keep the ship powered, etc…

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  11. The way to use the railgun is to keep your enemies out of range because it has such a long range. Ion beams also have a long range so I would replace the lasers with Ion beams. I'm pretty sure the missiles won't fire if they're out of range so they could be a defensive measure if anybody gets too close

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  12. Railgun is working good, but you need add ammunition storage to it. More doors mean more paths for your workers (on your Sky Factory you can add corridor and door to the reactor and crew will have shorter path to mining lasers). Take your time to thinking about logistics and everything will be better.

    I think you can even give roles to your crew.

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  13. I stopped the video and I cheek all the people on the sky factory. I see 3 people sitting on the laser and doing nothing all the time. This ship shoot at an asteroid not for much time, are 3 mining laser excessive? Then, the factory stops to process stuff when it is moving because all the crew cannot recharge engines fast (and the 3 miners are still sitting). I think in this game every thing you cannot control well you must delete it. I also think every ship must have a role, the factory must process fast and mining and the angel must fight. Deleting all the unnecessary thing will make the ship so efficient (consider the idea to make a low crew "truck" moving to the two ships and stations: 1 cockpit, 1 reactor, many engines around the reactor, all control component separated from the cargo space.)

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  14. Shields are ridiculously vulnerable to disruptors. I noticed your kill near the start of the video had a couple of disruptors just quietly stripping your shields leaving you wide open.

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  15. I might be wron but the factories cant take items troug other factories right if this is true can someone point out that having waklways/non rooms speed every things up it just seems like that when watching her problems compared to other player not having this issue.

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  16. Just regarding space crews in general: You surely know that the wet navy of Great Britain could not get enough sailors, so had to resort to press-ganging. So just a large population on a planet is not really going to translate into space crew willing to sign-up for a salary.

    ESPECIALLY when you consider on earth the number of recruits who will sign-up to be on a submarine–which is a much closer analog to a space ship than a sailing ship. Just because we have lots of space opera movies and books and games showing all sorts of willing space-hands doesn't mean that would be a reality. Cramped quarters, the risk of death by all the space hazards? You WOULD run out of all 'volunteers' pretty quickly. ;-p

    (Yes, I get you want game-play and you found how to get more crew in settings–just trying to argue space crews probably WOULD be rare.)

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  17. So just gonna say, you have way way way to much happening on your ships. I understand the want to have every weapon and shields and a bunch of engines but that is very sadly a trap for early players. We all fall for it so no shame but less is more on early ships.

    Right now all your crew members are racing from one job to the next, never focusing on anything in specific. They are feeding the shields and manning all the guns and trying to load the engines, etc. Think of it this way, 2 people need to aim a big gun but those two can't also load it so another 2 are needed for that, but if those two loading energy are manning the rail gun instead then neither gun will ever fire. Just remember, 1 loaded and manned gun is going to do drastically more than twenty manned but completely unloaded guns.

    Now there are ways around this trap mind you. For instance if you assasign your shields to an action group you can turn them on and off when you need them. When the shields are off they keep their charge full so you can turn them on at a moments notice. Meaning if you turn off shields while in transit every crew that would be feeding shields continously will instead feed the engines.

    Same goes for mining, turn off all the shields and guns and every crew that is manning a gun instead will pick up ore. Basically set different modes for different senerios, shields only on in a fight, and only mining lasers on when mining.

    Ultimately you just need more crew but for now you can supplement that by restricting which system is in use at each time. And when fighting you need to make sure that you aren't making your crew juggle to many stations at once or else they won't be able to effectively use any of them at all.

    Still, keep it up. I'm loving the game and it's something one needs to experiment with to learn to know about these traps in advance. And once you have more crew it becomes easier to build a multi-purpose ship. ๐Ÿ™‚

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  18. Transfer 10 people from the avenging Angel to the factory ship yes it will leave the angel under crewed somewhat but you factory ship will work way better. The no Iron access is a really badly worded way of saying no crew to work the smelter.

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  19. I gave up trying to do multiple ships. so I recombined the two I made into a big ship that has everything. Much easier for me to manage everything and no switching between ships or managing crews.

    Fun series, can't wait to see what you do at the higher levels!

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  20. I want to tell you that the Heavy cannons on the Angel need the ammo factory closer (or even just have dedicated ammo factories).
    Besides that, maybe have a โ€œEscort shipโ€ that travels with the angel which is dedicated to scavenge and travel back and forth from combat to the factory. It would free up space in the angel and allow for extra space for other systems.

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  21. Something I think you should definitely consider is the engine blueprint (it says it fuels all thrusters, less running around) and a few fire extinguishers, you removed them in your major upgrade.
    I believe I saw something in the front caught fire and it spread to the reactor which exploded and took out a third of your ship using a lot of resources to repair.
    I think they'd run to anywhere to get them but closer probably helps.

    Also setting up another officer class of shirt colour if you can specify them to focus on energy would be good for your build style.
    There is also that you can transfer crew, I feel like sending over even just two crew to the factory whenever you get new crew, since it stays out of combat, would help a lot. Watching the crew run around when you go in, it looks like their priority is to fuel the ship parts

    Though I do remember reading a comment that said you may be a few episodes ahead of recording, so sorry if you've already done this.
    It's been stress and fun watching, enjoying this, many moments of ๐Ÿ‘€๐Ÿ˜ฑ with those radar blips suddenly increasing.

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