Deathball
Posts: 117
Joined: 4/3/2012 Status: offline
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quote:
ORIGINAL: Bingeling 6: The role of the ship matters when the AI orders ships or set up fleets. It also matter when it comes to default retrofit options, and what a ship can retrofit too (default is newest design of ship role). Apart from that it does not really matter. 7: No, that is not correct. The stance tells the ship how to behave in combat. -- All weapons: Move so that the short range weapon is also in range. Max range of the short range one, I guess. -- Stand off: Stay at the max range of the longest range weapon. -- Point blank. Move in at point blank to deal max damage Having long range missile ships with "stand off" attack a powerful shorter range spaceport can be fun to watch... 8: Action class? If you are thinking of stances, they are set in the design and works for all ships of that design. 5: As for ranges, I am pretty sure any sector range given is a rough estimate of range. The "length" of a sector is different depending on how you cross it, as it is square, making it a poor measure. And yes, a 15x15 galaxy is 15 times 15 sectors. 3: I am quite sure only pirates can build spaceports anywhere. You can however make a star base design with gas mining and defenses to rival a space port. I would avoid construction yards, though, as a star base in the middle of nowhere is unlikely to receive supplies, potentially making ships seeking repair or retrofit stuck there. 4: Look at the automated designs, and the ranges they got. That should give a hint of what is good and bad ranges. Some corrections: Stand off means the ship will maintain max range of the enemy ship. So if an enemy has a max range of 300 your ship will try to maintain a position at 301 range. And everyone can build spaceports anywhere so long as they fit into the max size for stations build outside a colony. There's just no point in doing so.
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