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* Roughly 300-400 Tracks removed, along with about 50 robot arms.
* Added 8 Deflectors along the length of the ship. It'll get pummelled head on, but deflect quite a bit of cannon fire at range. Angling the ship when it opens fire is surprisingly effective.
* A lot of Cargo containers added to the ship. You may want to adjust contents depending on your mission profile; the current cargo configuration is set up for Combat zones.
Shuffled stuff around. Added ammo conveyor belts and robo-arms; Weapons Officers and consoles; an R&D section in the starboard nacelle (you'll need to unlock all four weapon console slots via research); gas, explosive, FTL charge production; scrap metal processing, simple mineral ammo production (this is no industrial ship); and better life support. The Helican works best when it eats others.
You'll still need to provide some food, fuel, and Deuterium occasionally. For the solo adventurer, accept no substitutes.
No Creative Mode here! The Helicans have all been the same ship, slowly built up in-game, running from Anomalies, OP Workshop ships, spiralling costs, and weird bugs.
New in the Helican Omicron II
* 3 Fusion reactors! (Bought a Workshop ship at a Shipyard and stripped it for stuff.) Don't forget to buy your Deuterium at every stop.
* Restored all old engines, and added 4 new ones. Plus retros - need all this to escape those OP monsters out there.
* Added extra armour, and some more point defences, some additional turrets.
* 120 crew, 42 drones.
Industry:
* 4 rear facing mining lasers tucked behind the hammerhead.
* Big gas extractor system, fuel and FTL charge production.
* A little smelting, explosive production (switch the fuel Chemical Labs to explosive as needed), and some ammo production, just in case.
* Less big tanks. Most stripped out, replaced with Loaders set to Unload. Easier to track resources and fleet share.