PULSAR: Lost Colony

PULSAR: Lost Colony

71 ratings
Beta 20.3 Ship stats, bonuses and comment (OUTDATED, no time to play and update)
By Mr. n
This guide will show you the stats and bonuses of the different starting ships. I will point out some things that don't immediately come to mind when you're looking at the numbers as well. I've been playing moderately long now (~260 in-game hours).
   
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Foreword


Remember to (up)rate. You can Favourite the guide too - it will show up higher in the list for you and you will be able to access it via one click after opening the Steam overlay :)!

These are three Pulsar guides I sometimes use myself:
Tips and Tricks by Daedalus1105
Pyro's megaguide to exploring the galaxy: Tips and tricks to make your journey easier by The Curious Pyro
Stealth and detection mechanics by Sir Knumskull which might be outdated as of Beta 20.3, because of the changes to the detection and scanning. RIP, you did well.

Disclaimer note: I have contributed to the "Tips and Tricks" by Daedalus1105 and some very small bits to Pyro's Megaguide to the Galaxy. And only after reading the Stealth and detection mechanics I finally understood it - after over 220 hours game time, I couldn't figure it out myself (I am, apparently, slow).
I may feel a bit biased towards them (I think they are excellent guides), but... there are simply not many more not-outdated-guides with much substance. These are the few great ones amongst outdated ones... which doesn't mean they are not good by themselves ;).

There are some problems in the game with the values - some values differ between the "choose-the-ship" screen, the gauges on the ship's internal screens and the parts' descriptions in tabmenu/SHIP. - those have been fixed since.
C.U. (Colonial Union) ships
Intrepid - starting screen stats
Intrepid - extended stats
Italic text indicates weak points of the ship.
Big blue text
indicates strong points of the ship.

Name
Intrepid
Type
Light Frigate
Starting Faction
Colonial Union
Starting Faction abbreviation
C.U.
Ship inherent bonuses
  • +30% EM Detection
  • +20% Warp Range
  • +15% Diplomacy
Cargo slots
12
Extractor support
Yes
Reversible main thrusters
Yes
Number of non-main turret slots
2
Number of automatic turret slots
0
Number of Missile Silos
2
Number of Nuclear Device slots
2
Number of Sensor Array slots
4
Number of Processor slots
6
Number of Warp Drive Program slots
10
Starting Processors
  • Jump +7 [level 1]
  • Shield +50 [level 1]
  • Cyber Defense +0.9 [level 3]
  • Shield recharger +5% of max [level 1]
Starting Warp Drive programs
  • Emergency Shield Boosting
  • Thrust Booster
  • Detector
  • Barrage
  • Instant AntiVirus
Mass
500
Aux Reactor power
3200
Starting Hull
1760
Starting Armour
75
Starting Shields
550
Starting Warp Drive effective range
7.2
Starting Warp Drive
Standard Jump Module [Level 1]
Starting Warp Drive Range
6.0
Starting Warp Drive Charges per fuel
3
Starting Warp Drive Charge Rate
3
Starting Thrust
23
Starting Reactor Output
17,000
Starting Reactor Max temperature
3000
Starting Reactor Heat output
100%
Starting Reactor Emergency cooldown time
7s
Starting Captain's Chair
Colonial Classic Captain's Chair [level 1]
Starting Captain's Chair bonus
+10% EM Detection
Starting Extractor
StarSalvage E40
Starting Extractor stability
10
Starting Weaponry
  • Main Turret
  • Laser Turret
  • Plasma Turret
  • Tracker Missile
  • Straight Shot

The good:
  • A better-than average starting ship.
  • Extractor support;
  • Reversible main thrusters;
  • Not huge;
  • If you capture the Grim Cutlass, you can have its (best in the game?) Aux Reactor and keep the layout and other default parameters of the ship (actually, now that I think about it, you should capture it as soon as possible (remember about Block Long Range Comms, though!) if you're starting with Intrepid);
  • Has a hidden cyber-fox plush toy. I've just been told that the legend has it there are four cyber-fox plush toys hidden on the ship. (I have only found two and I think I did a thorough pass on the ship - figures)
The bad:
  • Nothing here for now.
The ugly:
  • Nothing here for now.
Roland - starting screen stats
Roland - extended stats
Italic text indicates weak points of the ship.
Big blue text
indicates strong points of the ship.

Name
Roland
Type
Heavy Attack Vessel
Starting Faction
Colonial Union
Starting Faction abbreviation
C.U.
Ship inherent bonuses
  • +25% Shield Recharge Rate
  • Secret: Jetpacks work aboard
  • +30% EM Detection
Cargo slots
48
Extractor support
Yes
Reversible main thrusters
No
Number of non-main turret slots
2
Number of automatic turret slots
4
Number of Missile Silos
2
Number of Nuclear Device slots
2
Number of Sensor Array slots
4
Number of Processor slots
5
Number of Warp Drive Program slots
10
Starting Processors
  • Jump +7 [level 1]
  • Shield +50 [level 1]
  • Cyber Defense +0.7 [level 2]
Starting Warp Drive programs
  • Emergency Shield Boosting
  • Thrust Booster
  • OverCharge
  • Instant System Self-Healing
  • Instant AntiVirus
Mass
1020
Aux Reactor power
3200
Starting Hull
2112
Starting Armour
86
Starting Shields
600
Starting Warp Drive effective range
6.0
Starting Warp Drive
Standard Jump Module [Level 1]
Starting Warp Drive Range
6.0
Starting Warp Drive Charges per fuel
3
Starting Warp Drive Charge Rate
3
Starting Thrust
68
Starting Reactor Output
23,000
Starting Reactor Max temperature
3600
Starting Reactor Heat output
100%
Starting Reactor Emergency cooldown time
10s
Starting Captain's Chair
Colonial Classic Captain's Chair [level 1]
Starting Captain's Chair bonus
+10% EM Detection
Starting Extractor
No starting Extractor
Starting Extractor stability
0
Starting Weaponry
  • Main Turret
  • Laser Turret
  • Plasma Turret
  • Tracker Missile

The good:
  • A better-than average starting ship.
  • Humongous cargo capacity
  • Jetpack™ Support!
  • Extractor support
  • Bonus 25% shield recharge rate
  • Auto turrets.

The bad:
  • Non-reversible main thrusters. Go forward or die.
  • Starting auto-turrets damage is laughable.
  • "Meh" starting programs.
  • Only 5 processor slots.

The ugly:
  • Huge.
    • Problems with manoeuvring.
    • Problems with getting around the ship.
    • Can't get into tight spots in missions.
    • Problems when boarded.
    • Problems with infected hiding on the ship.
    • Problems with trolls.
    • Wasting time in transit.
    • Engineer's Fuel Pump ridiculously far from the Bridge.
  • Drives like a brick.
    Maxxing the Special Inertia Training for the Pilot is mandatory and should take precedence over any other talent.
Outrider - starting screen stats
Outrider - extended stats
Italic text indicates weak points of the ship.
Big blue text
indicates strong points of the ship.

Name
Outrider
Type
Research Vessel
Starting Faction
Colonial Union
Starting Faction abbreviation
C.U.
Ship inherent bonuses
  • Extra research materials
  • +30% Diplomacy
Cargo slots
12
Extractor support
Yes
Reversible main thrusters
Yes
Number of non-main turret slots
1
Number of automatic turret slots
0
Number of Missile Silos
2
Number of Nuclear Device slots
1
Number of Sensor Array slots
4
Number of Processor slots
8
Number of Warp Drive Program slots
10
Starting Processors
  • Jump +7 [level 1]
  • Shield +50 [level 1]
  • Cyber Defense +0.9 [level 3]
  • Shield Recharger +5% max [level 1]
Starting Warp Drive programs
  • Emergency Shield Boosting
  • Thrust Booster
  • Instant AntiVirus
  • OverCharge
  • Barrage
  • Detector
Mass
600
Aux Reactor power
6400
Starting Hull
1760
Starting Armour
75
Starting Shields
550
Starting Warp Drive effective range
10.0
Starting Warp Drive
Long Range Jump Module [Level 1]
Starting Warp Drive Range
10.0
Starting Warp Drive Charges per fuel
4
Starting Warp Drive Charge Rate
2
Starting Thrust
23
Starting Reactor Output
17,000
Starting Reactor Max temperature
3000
Starting Reactor Heat output
100%
Starting Reactor Emergency cooldown time
7s
Starting Captain's Chair
Colonial Classic Captain's Chair [level 1]
Starting Captain's Chair bonus
+10% EM Detection
Starting Extractor
StarSalvage E40
Starting Extractor stability
10
Starting Weaponry
  • Main Turret
  • Tracker Missile

The good:
  • One of two best starting ships (the other being Carrier) overall!
  • The best starting ship if you get chaos to 6 quickly, get all the research done and switch to Carrier by boarding!
  • Reversible main thrusters.
  • Extractor support
  • Bonus 30% Diplomacy
  • Grows its own research materials
  • Tiniest ship of all
    • Everywhere is within shouting distance
    • The Engineer's Fuel Pump lever is super close
    • Everything you will immediately need is on the Bridge except for lockers and the reactor itself
    • Small frame = harder to hit
    • Small frame = can get into places
  • 10 processor slots.
  • Two interesting starting programs.

The bad:
  • Only 1 non-main weapon turret.
  • No Jetpack™ Support!
  • Relatively low cargo capacity.
  • No battle advantages except small frame.
  • Relatively weak in the endgame - once the research is done, you're worse than in a different ship with full research. Recommendation: as soon as you're done with all the research: buy some cheap-yet-relatively-good spare parts, put your good parts into your cargo hold, capture another ship (preferably a Carrier), steal all your good parts from cargo, extract what's good enough to sell left and keep extracting till it pops.
  • Relatively long distance to cover to get to the lockers/collect the research material.

The ugly:
  • Nothing I can think of right now.
W.D. (Wolden-Dorf Corporation) ships
W.D. Cruiser - starting screen stats
W.D. Cruiser - extended stats
Italic text indicates weak points of the ship.
Big blue text
indicates strong points of the ship.

Name
W.D. Cruiser
Type
Strike Vessel
Starting Faction
Walden-Dorf Corporation
Starting Faction abbreviation
W.D.
Ship inherent bonuses
  • +35% Turret Charge Speed
  • +10% Intimidation
Cargo slots
24
Extractor support
No
Reversible main thrusters
No
Number of non-main turret slots
2
Number of automatic turret slots
0
Number of Missile Silos
2
Number of Nuclear Device slots
2
Number of Sensor Array slots
5
Number of Processor slots
4
Number of Warp Drive Program slots
10
Starting Processors
  • Jump +7 [level 1]
  • Cyber Defense +0.4 [level 1]
Starting Warp Drive programs
  • Emergency Shield Boosting
  • Thrust Booster
  • Sitting Duck
  • Phalanx
  • Instant AntiVirus
  • Instant System Self-Healing
Mass
520
Aux Reactor power
2800
Starting Hull
2500
Starting Armour
100
Starting Shields
400
Starting Warp Drive effective range
8.0
Starting Warp Drive
WD Jump Drive [Level 1]
Starting Warp Drive Range
8.0
Starting Warp Drive Charges per fuel
3
Starting Warp Drive Charge Rate
3
Starting Thrust
46
Starting Reactor Output
19,800
Starting Reactor Max temperature
2640
Starting Reactor Heat output
100%
Starting Reactor Emergency cooldown time
10s
Starting Captain's Chair
W.D. Classic Captain's Chair [level 1]
Starting Captain's Chair bonus
+10% Turret Charge Rate
Starting Extractor
No Extractor support
Starting Extractor stability
No Extractor support
Starting Weaponry
  • Main Turret
  • W.D. Special
  • Spreadshot Turret
  • Plasma Turret

The good:
  • A better-than average starting ship.
  • Decent cargo capacity
  • Bonus 35% Turret Charge Speed
  • Bonus 10% Intimidation
  • Medium-sized, compact frame

The bad:
  • Non-reversible main thrusters. Go forward or die.
  • No Extractor support!
  • No Jetpack™ Support!
  • Relatively "meh" starting programs, but good enough for fightning.
  • The doors on the ship don't really stand out and confuse new people as where the corridors and other rooms are.

The ugly:
  • 4 processor slots.
W.D. Destroyer - starting screen stats
W.D. Destroyer - extended stats
Italic text indicates weak points of the ship.
Big blue text
indicates strong points of the ship.

Name
W.D. Destroyer
Type
Armored Warship
Starting Faction
Walden-Dorf Corporation
Starting Faction abbreviation
W.D.
Ship inherent bonuses
  • +20% Turret Damage
  • +50% Armour
Cargo slots
8
Extractor support
No
Reversible main thrusters
No
Number of non-main turret slots
1
Number of automatic turret slots
2
Number of Missile Silos
2
Number of Nuclear Device slots
2
Number of Sensor Array slots
4
Number of Processor slots
4
Number of Warp Drive Program slots
10
Starting Processors
  • Jump +7 [level 1]
  • Cyber Defense +0.4 [level 1]
Starting Warp Drive programs
  • Emergency Shield Boosting
  • Emergency Shield Boosting
  • Thrust Booster
  • Instant AntiVirus
Mass
750
Aux Reactor power
3200
Starting Hull
3000
Starting Armour
259
Starting Shields
400
Starting Warp Drive effective range
8.0
Starting Warp Drive
WD Jump Drive [Level 1]
Starting Warp Drive Range
8.0
Starting Warp Drive Charges per fuel
3
Starting Warp Drive Charge Rate
3
Starting Thrust
46
Starting Reactor Output
18,000
Starting Reactor Max temperature
2400
Starting Reactor Heat output
100%
Starting Reactor Emergency cooldown time
10s
Starting Captain's Chair
Colonial Union Classic Captain's Chair [level 1]
Starting Captain's Chair bonus
+10% EM Detection
Starting Extractor
No Extractor Slot
Starting Extractor stability
No Extractor slot
Starting Weaponry
  • Main Turret
  • WD Special
  • Focused Laser Turret

The good:
  • A better-than average starting fightning ship.
  • Bonus 35% Turret Damage.
  • Bonus 50% Armour.
  • Starting Hull and Armour are unmatched.
  • Medium-big sized.
  • The (only) non-main turret slot is right on the bridge.
  • Two auto-turrets
  • Two missile silos

The bad:
  • Non-reversible main thrusters. Go forward or die.
  • No Extractor support.
  • Only one non-main turret slot (though it is right on the bridge).
  • The ship has a bit of a weird design. Expect running long distances to weapons.
  • Only 2400 max temperature of starting Reactor. Better have a good engineer and/or spend your money on coolant.
  • Weak (400) starting shield for a warship.
  • Relatively "meh" starting programs.
  • No Jetpack™ Support!

The ugly:
  • 8 cargo capacity. Abysmal!
  • 4 processor slots.
  • Colonial Union Classic starting Captain's chair with EM Detection bonus?!
A.O.G. (Alliance of Gentlemen) ships
Stargazer - starting screen stats
Stargazer - extended stats
Italic text indicates weak points of the ship.
Big blue text
indicates strong points of the ship.

Name
Stargazer
Type
Stealth Transport
Starting Faction
Alliance of Gentlemen
Starting Faction abbreviation
A.O.G.
Ship inherent bonuses
  • -50% EM Signature
Cargo slots
  • 12
  • 4 in hidden compartment
Extractor support
Yes
Reversible main thrusters
Yes
Number of non-main turret slots
2
Number of automatic turret slots
0
Number of Missile Silos
1
Number of Nuclear Device slots
0
Number of Sensor Array slots
5
Number of Processor slots
5
Number of Warp Drive Program slots
10
Starting Processors
  • Jump +7 [level 1]
  • Shield +50 [level 1]
  • Cyber Defense +0.7 [level 2]
Starting Warp Drive programs
  • Emergency Shield Boosting
  • Instant Warp Charge
  • Block Long Range Comms
  • Sitting Duck
  • Phalanx
  • Gentleman's Welcome
  • Siphon Credits
  • 0x84B7A2
Mass
540
Aux Reactor power
3200
Starting Hull
1760
Starting Armour
75
Starting Shields
370
Starting Warp Drive effective range
7.0
Starting Warp Drive
G.T.C. Silent Cricket [Level 1]
Starting Warp Drive Range
7.0
Starting Warp Drive Charges per fuel
4
Starting Warp Drive Charge Rate
1
Starting Thrust
27
Starting Reactor Output
16,280
Starting Reactor Max temperature
3850
Starting Reactor Heat output
100%
Starting Reactor Emergency cooldown time
5s
Starting Captain's Chair
Colonial Classic Captain's Chair [level 1]
Starting Captain's Chair bonus
+10% EM Detection
Starting Extractor
The Remover
Starting Extractor stability
18
Starting Weaponry
  • Main Turret
  • Shield Piercer
  • Laser Turret
  • Laser Turret

The good:
  • Hidden compartment with 4 slots
  • A better-than average starting cloak-and-dagger ship.
  • Reversible main thrusters.
  • Extractor support with the best starting Extractor from any ship
  • Bonus -50% EM Signature
  • Medium-sized, compact frame
  • Starting programs suite is superb
  • More processor slots than most ships
  • Good for boarding
  • The whole ship is about stealth, it will suit some playstyles, but not others.

The bad:
  • The whole ship is about stealth, it will suit some playstyles, but not others.
  • Mediocre cargo capacity.
  • Actually weak in regular shootout fights (at least at the beginning).
  • Relatively weak inherent shiptype bonus.
  • Starting warp drive is super slow charging, you will use fuel for insta-charging it or die (either from getting shot or from boredom).
  • No Jetpack™ Support!
  • Only 1 missile silo.

The ugly:
  • Nothing really ugly comes to mind.
Carrier - starting screen stats
Carrier - extended stats
Italic text indicates weak points of the ship.
Big blue text
indicates strong points of the ship.

Name
Carrier
Type
Cargo Hauler
Starting Faction
Alliance of Gentlemen
Starting Faction abbreviation
A.O.G.
Ship inherent bonuses
Scrap is more likely to contain components
Cargo slots
  • 34
  • 8 in hidden compartment
Extractor support
Yes
Reversible main thrusters
Yes
Number of non-main turret slots
2
Number of automatic turret slots
0
Number of Missile Silos
1
Number of Nuclear Device slots
2
Number of Sensor Array slots
4
Number of Processor slots
5
Number of Warp Drive Program slots
10
Starting Processors
  • Jump +7 [level 1]
  • Cyber Defense +0.4 [level 1]
Starting Warp Drive programs
  • Emergency Shield Boosting
  • Sitting Duck
  • Phalanx
  • Block Long Range Comms
  • Gentleman's Welcome
  • Siphon Credits
Mass
380
Aux Reactor power
4800
Starting Hull
1800
Starting Armour
43
Starting Shields
140
Starting Warp Drive effective range
6.0
Starting Warp Drive
G.T.C. Custom [Level 1]
Starting Warp Drive Range
6.0
Starting Warp Drive Charges per fuel
7
Starting Warp Drive Charge Rate
2
Starting Thrust
27
Starting Reactor Output
14,800
Starting Reactor Max temperature
3500
Starting Reactor Heat output
100%
Starting Reactor Emergency cooldown time
5s
Starting Captain's Chair
Colonial Classic Captain's Chair [level 1]
Starting Captain's Chair bonus
+10% EM Detection
Starting Extractor
The Remover
Starting Extractor stability
18
Starting Weaponry
  • Main Turret
  • Plasma Turret
  • Shield Piercer
  • Laser Turret

The good:
  • The absolutely best end-game ship.
  • One of the two best starting ships (the other being the Outrider).
  • One of the two best inherent ship bonuses in the game - less scrap, more part drops!
  • Extractor support with the best starting Extractor from any ship.
  • Starting programs suite is great (the best among ships).
  • Very big cargo space.
  • Hidden cargo compartment with 8 slots.
  • More processor slots than most ships.
  • Reversible main thrusters.
  • Good for basically anything - fight, smuggle, pirate, board, research - you name it.
  • Great for endgame - the inherent bonus will be useful for the whole game!
  • One of the non-main turrets is super-close to the bridge - convenient!

The bad:
  • Weak - and only two - starting processors.
  • Only one missile silo. Even the "research vessel" Outrider has two silos...
  • A bit weird architecture. After 100+ hours, I keep getting lost in the weird room in the middle.
  • Starting warp drive is super slow charging, you will use fuel to for insta-charging it or die (either from getting shot or from boredom).
  • No Jetpack™ Support!
  • A bit slow start, but once you have a few upgrades, you're going to be almost invincible.

The ugly:
  • Very weak starting shields.
FB - Fluffy Biscuit Co. ships
Fluffy One - starting screen stats
Fluffy One - extended stats
Italic text indicates weak points of the ship.
Big blue text
indicates strong points of the ship.

Name
Fluffy One
Type
Delivery ship
Starting Faction
Fluffy Biscuit Co.
Starting Faction abbreviation
FB
Ship inherent bonuses
  • Biscuit bomb "Nuke" + sector-wide EMP (to which you're immune)...
  • ... with a free refill once per Chaos level
  • Cookie maker mini-game
  • Crew starts with FB Multitools instead of repair tools
Cargo slots
18
Extractor support
Yes
Reversible main thrusters
No
Number of non-main turret slots
1
Number of automatic turret slots
0
Number of Missile Silos
2
Number of Nuclear Device slots
1
Number of Sensor Array slots
4
Number of Processor slots
4
Number of Warp Drive Program slots
10
Starting Processors
  • Jump +7 [level 1]
  • Shields +50 [level 1]
  • Jump +7 [level 1]
  • Cyber Defense +0.9 [level 3]
  • Experimental QDI-RCG +5% shield recharge for each program run
Starting Warp Drive programs
  • Emergency Shield Boosting
  • Thrust Booster
  • Instant AntiVirus
  • OverCharge
  • Barrage
  • Detector
Mass
600
Aux Reactor power
4000
Starting Hull
1500
Starting Armour
38
Starting Shields
550
Starting Warp Drive effective range
9.5
Starting Warp Drive
Long Range Jump Module [Level 1]
Starting Warp Drive Range
10.0
Starting Warp Drive Charges per fuel
4
Starting Warp Drive Charge Rate
2
Starting Thrust
23
Starting Reactor Output
17,000
Starting Reactor Max temperature
3000
Starting Reactor Heat output
100%
Starting Reactor Emergency cooldown time
7s
Starting Captain's Chair
Colonial Union Classic Captain's Chair [level 1]
Starting Captain's Chair bonus
+10% EM Detection
Starting Extractor
StarSalvage E40
Starting Extractor stability
10
Starting Weaponry
  • Main Turret
  • Laser Turret
  • Tracker Missile
Starting Biscuit Creation Station recipes
  • Classic Biscuit Recipe
  • Emergendy Biscuit Recipe
  • Carrot Cake Biscuit Recipe
  • Healthy Biscuit Recipe

The good:
  • EMP instead of a nuke. Non-changeable slot.
  • Kind-of-refreshing Biscuit Creation Station minigame.
  • Cookie trade mechanics. You get to sell cookies, get money and compete against other (AI) biscuit-selling ships on the leaderboard.
  • Cookie-demand radar (I kid you not!) on the bridge.
  • Best starting warp drive range (the same as Outrider, by the way).
  • Small-Medium sized (well, outside).
  • Starting sensors levels 3, 2, 2, 2 (instead of 1, 1, 1, 1 as on all? other ships).
  • Two missile silos.
  • Jetpack™ Support!
  • Extractor support.
  • Small-Medium sized (well, outside).
  • New music.
  • New suits and hats to complete your FB employee visage!
  • Functionally excellent ship layout - weapons and teleporter are almost at the bridge itself.
  • As above, to the point of being overpowered - the Science screen is next to the "pump fuel" lever. Scientists' dream come true... but as with all the dreams that come true comes the feeling of futility and nihilism. (This has been fixed since)

The bad:
  • EMP instead of a nuke. If someone likes using nukes... you can't on this ship.
  • Non-reversible main thrusters. Go forward (and sell cookies) or die.
  • Only one non-main turret slot (though it is right next to the bridge).
  • The ship has a bit of a weird design. Expect running long distances to Engineering... but if someone is there, there is no need for a scientist on the bridge.
  • Relatively "meh" starting programs.
  • 18 cargo capacity, though the cargo hold could actually have many more. Puzzling.

The ugly:
  • 4 processor slots.
  • 38 starting Armour. Abysmal!
  • There is no actual ship specific bonus. The Biscuit creation station and trade aren't really bonuses.
  • You start with -5 W.D. reputation. Have fun going through their sectors...
  • The absolutely OP nature of the fuel pump next to the science screen in the Engineering.
Final words
If you see any mistakes (factual, grammar errors, spelling mistakes) in the guide, please, let me know in the comments.

If the game is updated and I look like I'm not here to update the guide - poke me in the comments and I'll do what will be in my power to update it.
21 Comments
Mr. n  [author] 17 Jun, 2020 @ 7:46am 
I used the same method for both solo and non-solo play - it's not about the ship you start with, it's about how you minmax the progress.

My old recipe for minmaxing (dunno if it holds with the new ships):
1. Start with the faction you like (carrier for me as I prefer the AoG faction,
2. Get the Block Comms program
3. Use Block Comms program at a shop sector
4. Use a distress beacon and capture an Outrider that comes to help you
5. Use the Outrider for the resources it generates, finish research
6. Switch to the ship you prefer the most for the endgame (used to be Carrier for me when there wasn't enough components in the galaxy, but now there are upgradeable components using scrap and scrapyards and whatnot, so this might not be optimal anymore)

This method has an obvious caveat of not being able to use unique ships like the Experimental Annihilator (I am pretty sure it cannot be seen outside of player spawn, so impossible to get later on).
Mr. n  [author] 17 Jun, 2020 @ 7:46am 
The guide is outdated, there are new ships I haven't even flown yet, so it may not be entirely accurate anymore.
rocy1 16 Jun, 2020 @ 2:22pm 
Which ship you recommend for solo play and why?
CodeRed 3 Jul, 2018 @ 3:57pm 
Awesome guide!
Mr. n  [author] 4 Dec, 2017 @ 10:42am 
Thanks, I will mention it when I have time (I kinda stopped gaming and put my time elsewhere). I appreciate yout help :).
CptSnuggles 4 Dec, 2017 @ 7:10am 
One addition and one correction for the Outrider. The addition is that it has the best aux generator out of the starting ships, only 20% weaker than the Grim Cutlass. The correction is that it isn't actually the smallest ship. Recently I stacked an Outrider on top of an abandoned Intrepid, and the Outrider is almost exactly as long, twice as wide, and twice as thick as the Intrepid.

Personally, I think the Outrider's size and broad profile are a problem in combat because it tends to get hit a lot more than something with a narrow profile like the Cruiser. That's just my opinion though.

This is more trivia than anything, but the Outrider is the only ship with the ability to go full stealth right out of the gate. It has the materials for the auxiliary power research and a very strong aux generator, so as soon as you finish that research and put points into it you can ditch your main reactor and fly around with 0.0 EM sig!
Mr. n  [author] 19 Nov, 2017 @ 2:53am 
On a second thought, I'll add those (i.e. both of them - The Grim Cutlass and The Alchemist ) once I manage to find time for more than quick updates. Obviously, there won't be any starting screens, but I think stats and bonuses and whatnot are not impossible to list. Dunno how much this will take, though - if I find the time to actually play the game during the next month it would be great, but the chances are slim.
Mr. n  [author] 1 Nov, 2017 @ 3:32am 
Frankly, I don't feel like I'm qualified! You could try asking at the Pyro's Megaguide (http://steamproxy.com/sharedfiles/filedetails/?id=674766743) - the Man knows A LOT.
Gantradies 31 Oct, 2017 @ 10:32pm 
is there any chance of listing (maybe with a spoiler warning) the Special Sector-Commander "unique" ship variations?
Mr. n  [author] 28 Oct, 2017 @ 10:23am 
Updated for B16 (.0). Mind you, most of my knowledge about the new ship is theoretical, because I didn't have time to actually fly on it with any of my crews yet.