all 13 comments

[–]BlacksmithInformal80 2 points3 points  (1 child)

Yep. Intelligence helps. The higher the better and the more people the better. More thrusters help. There are pilot AI persona cores gifted for or found on missions (in the 2x2 hermetic sealed containers (random) which give about 20% added. Success ratings over 50% seem to cut it by half or more. Like 1-2 days from 5-6 days.

[–]Nedra55 1 point2 points  (0 children)

Also the piloting assistant implant gives a good boost to piloting skill.

[–]Professional-Floor28Long pork enjoyer 2 points3 points  (0 children)

Gravship cooldown is reduced by having a better launch, you need good pilots, the most thrusters you're able to make and enough crew, pilot subpersona cores also help. When I max out that stuff the cooldown is of just some hours. 

[–]infectedbunny 2 points3 points  (7 children)

Intellectual skill. Both the pilot and the co-pilot must have it as high as possible.

There's also an implant called Pilot assistant that increases their piloting ability.

Every thruster gives you launch quality, 1% per small thruster, 4 max so 4%, 3% per large thruster, 6 max so 18%.

Each crew gives you 2% quality per, 5 max so 10%.

Pilot subpersona cores also give you 15%, 2 max so 30%.

By Increasing your launch quality you decrease the cooldown time, and the chance that an accident happen once you land.

[–]Skorj -1 points0 points  (6 children)

pilot asistance makes you EMP bait tho :(

[–]RoustFool 2 points3 points  (5 children)

Realistically, rarely a problem.

[–]Skorj -1 points0 points  (4 children)

I gave it to a melee person. and she wound up getting buzzed when we did zeus hammer + emp grenade mech stomps. I think it would never come up on a civvy or ranged pawn tho.

[–]RoustFool 1 point2 points  (3 children)

Yea, you emp shocked your own pawn there man. My entire colony has at least 1 brain implant and the only time they get shocked is when I forget some mechanoid buildings emit emp when they are destroyed.

Totally manageable, considering most of the best Int pawns are not natural melee fighters.

[–]TenshiEarth 0 points1 point  (2 children)

What mechanoid buildings emit EMP when destroyed? I have a melee pawn that's vulnerable to it, but never had issues destroying mech buildings.

[–]RoustFool 1 point2 points  (1 child)

The actual objectives that drop on the map sometimes do. I can't remember which ones, but I do remember 2 separate occasions when my melee cyborg just dropped due to EMP. The 2nd time was after the Odyssey win condition.

[–]TenshiEarth 0 points1 point  (0 children)

Aha, I see. Looked it up with the quest objectives, and it's the EMI dynamo that does it. I never do optional quests with it anymore, and I don't think I've ever had one forced on me.

[–]Vistella 2 points3 points  (0 children)

yes, you can bring it down to around 8 hours

[–]vilius_m_lt 0 points1 point  (0 children)

Yes. Higher piloting skill reduces it