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My Star Trek doctrine ship fits - 3/20/2014 5:08:50 PM   
AngelScott

 

Posts: 4
Joined: 3/20/2014
Status: offline
These are my late game fits. I'll post my early game fits when I start a new one. I'll jiggle around the common to all ships items in order to make it fit within my size restrictions at the time, but I always put the aformentioned amount of Shileds/Armor/Weapons, no matter what.

Oh and don't refit your entire fleet after a 10 hour poop-sock session. You always forget something and then notice it when your fleet runs out of gas on an offensive op.

Common to all ships -

Proximity Array x1
Life Support/Hab Modules (as needed)
Command Center
Energy Collector x2 (unless otherwise noted)
Ion Defense x5
Fuel Cells (as needed)
Target Tracking/Raptor
Countermeausres/Shadowghost x2 (Redundancy saves ships people)
Repair Bot x2 (again, *almost* never have to send a repair ship with two of these)
Assault Pods (Up to you really, I use these for boarding defence.)
Hyperdrive

-----------------------------------------------
Escort - Defiant (Heavy Escort/Warp Tackler) Size 340-375

Hyperdeny
Reactors x2
Shields x4 (800-900ish HP)
Armor x25 (625 w/reactive)
Multivector (50 degree turning rate)
Engines (40-45 sprint)

Titan Beam/Impact Assault x4
Phaser Cannons x2
Torpedo x4

-------------------------------------------
Frigate - Intrepid (Fast Frigate/Warp Tackler) Size 475-525

Hyperdeny
Reactors x2
Shields x5 (950-1050ish HP)
Armor x20 (500 w/reactive)
Multivector (40-50 degree turning rate)
Engines (45-52 sprint)

Phaser Cannons x6
Torpedo x4
Ion Cannon x1
Graviton Beam x1

Point Defense x5
Long Range Tractor beam x1
Fleet Tracking x1
Fleet Countermeasures x1
---------------------------------------

Destroyer - Akira (Sniper) Size 440-475
Reactors x2
Shields x5 (950-1050ish HP)
Armor x25 (625 w/reactive)
Multivector (35-40 degree turning rate)
Engines (35-40 sprint)

Phaser Lance (or long range laser) x4
Velocity Shard (or Advanced Missile) x8-10

Point Defense x5
Remote Shield Boosting when you get the skill. Upgrade reactors to compensate.

----------------------------
Cruiser - Excelsior (Heavy Cruiser) Size 500-550

Reactors x3
Shields x8 (1500ish HP)
Armor x45 (1125 w/reactive)
Multivector (35 degree turning rate)
Engines (34-38 sprint)

Phaser Cannons x4
Phaser Lance x4
Torpedo x6

Point Defense x5
Long Range Tractor beam x1
-------------------------------------
Capital Ship - Ambassador (Light Battleship) Size 650-680

Reactors x3
Shields x12 (2300ish HP)
Armor x60 (1500 w/reactive)
Multivector (30 degree turning rate)
Engines (30-34 sprint)

Phaser Cannons x6
Phaser Lance x8
Torpedo x8

Point Defense x5
High Power Tractor beam x1
-------------------------------------------
Capital Ship - Galaxy Class (Heavy Battleship)

Notes: When you hit size 1100, buff the reactor and slap on a death-ray if you've got it. Galaxy-X Class.

Reactors x4
Shields x16 (3200ish HP)
Armor x60 (1875 w/reactive)
Multivector (26-30 degree turning rate)
Engines (28-32 sprint)

Phaser Cannons x8
Phaser Lance x10
Torpedo x10

Point Defense x5
High Power Tractor beam x1
----------------------------------------------

Capital Ship - Sovereign (Dreadnought) Size 1100 Minimum

Reactors x5
Shields x18-20
Armor x90
Multivector (23-25 degree turning rate)
Engines (28-32 sprint)

Phaser Cannons x16
Phaser Lance x14
Torpedo x14

Point Defense x8
High Power Tractor beam x1
--------------------------------------------

Resupply - Nebula-R (Light Capital Ship)

Notes:

1. By adding more Ressuply gear, you can toss on 10 troop modules, or 4-8 Fighter bays. Earlier version of these before I build a dedicated carriers carry some fighters.

2. AI Likes to primary these ones. So look out for them. Set their AI for All weapons, so that they keep with your main force, otherwise they isolate themselves and die horribly.

3. This is my standard AWACS ship. Eyes in the sky.

Reactors x3
Assault Pods x3-4
Docking Bay x6-8
Energy Collector x6
Gas Extractor x4-6
*Fuel Cell (You'll need more than double the fuel cells that any other ship would carry just to keep the same range)
Multivector x15 (Turn rate 25 degrees)
Cargo Bay x15-20 (15 is fine if your fleets number less than 25. If fleets are more than 25, fit 20 cargo bays)
Engines x12 (20-25 sprint, raise it higher if carrying troops, lower if fighters)
Point Defense x10
Long Range/Ultra Long Range Sensors (AWACS FTW)

Armor x50 (1250 reactive)
Shields x 10 (1950ish)
Phaser Lance x4
Velocity Shards x10
------------------------------------------------
Heavy Carrier - Nebula-C (Minimum size to make this fit work with 8 fighter bays is 975)

Reactors x3
Assault Pods x2
Energy Collector x2
Multivector x11 (Turn rate 20 degrees)
Engines x12 (20-25 sprint)
Point Defense x5
8+ Fighter Bays

Armor x50 (1250 reactive)
Shields x 10 (1950ish)
Phaser Lance x4
Velocity Shards x10
----------------------------------------------
Exploration - Nova (Explorer/Science/AWACS) Size 475-525

Notes: Use in strike groups not large enough to justify a resupply ship

Reactors x2
Shields x4 (800-900ish HP)
Armor x20 (500 w/reactive)
Multivector x10 (30-35 degree turning rate)
Engines (35-40 sprint)
*Fuel Cell (Double or triple a fleet ship. The more they come back for gas the less they explore)

Phaser Cannons x4
Torpedo x3
Ion Cannon x1

Long Range/Ultra long range sensors x1
--------------------------------------------------

These fits, properly utilized (ideally with much stolen race specific tech) will give the shakturi a good pwning.





Attachment (1)

< Message edited by AngelScott -- 3/20/2014 6:25:01 PM >


_____________________________

Pilot Details: Angel Scott

Corporation: Cutting Edge Incorporated
Alliance: RAZOR Alliance
Kills: 1464
Losses: 65
Damage done (ISK): 270.06B
Damage received (ISK): 14.85B
Chance of enemy survival: 4.25%
Pilot Efficiency (ISK): 94.79%
Post #: 1
RE: My Star Trek doctrine ship fits - 3/20/2014 5:19:26 PM   
AngelScott

 

Posts: 4
Joined: 3/20/2014
Status: offline
Fleet Compositions

In a classic game, or before the Shakturi, I run 4/4/4/4 Escort/Frig/Dessie/Cruiser, 6 Light Capitals, 1 Heavy Capital (fleet commander's ship), 2 Resupplys, 3 Carriers, for a total of about 25 ships

In the shadows game, shakturi war, or a really bloody war with a superior opponent, i run 6 escorts, 8 Frigates, 6 Destroyers, 8 Cruiser, 8 Light Capitals, 4 Heavy Capitals, 1x Dreadnought (fleet commander ship), 3 Resupplies, 4-6 Carriers.

(in reply to AngelScott)
Post #: 2
RE: My Star Trek doctrine ship fits - 6/4/2014 3:22:31 AM   
ldog

 

Posts: 90
Joined: 6/3/2014
Status: offline
Interesting designs.
I like how you put the hyperdeny and fleet bonuses on the smaller ships, since it pretty much insures they are always available where needed.


(in reply to AngelScott)
Post #: 3
RE: My Star Trek doctrine ship fits - 6/9/2014 6:21:28 PM   
jdavidw13

 

Posts: 3
Joined: 6/6/2014
Status: offline
Where can I get the Star Trek ships? I have Distant Worlds Universe on Steam if that matters?

(in reply to ldog)
Post #: 4
RE: My Star Trek doctrine ship fits - 6/9/2014 7:04:12 PM   
Aeson

 

Posts: 784
Joined: 8/30/2013
Status: offline
The Design and Modding subforum (http://www.matrixgames.com/forums/tt.asp?forumid=795) has some stuff, such as the Picard Era Star Trek mod (http://www.matrixgames.com/forums/tm.asp?m=2497781) and the Star Trek Universe mod (http://www.matrixgames.com/forums/tm.asp?m=3627249). I would suggest looking at those; more than likely one of these (or one of the other similar mods) is where the ship images came from.

(in reply to jdavidw13)
Post #: 5
RE: My Star Trek doctrine ship fits - 6/9/2014 9:53:51 PM   
ldog

 

Posts: 90
Joined: 6/3/2014
Status: offline

quote:

ORIGINAL: Aeson

The Design and Modding subforum (http://www.matrixgames.com/forums/tt.asp?forumid=795) has some stuff, such as the Picard Era Star Trek mod (http://www.matrixgames.com/forums/tm.asp?m=2497781) and the Star Trek Universe mod (http://www.matrixgames.com/forums/tm.asp?m=3627249). I would suggest looking at those; more than likely one of these (or one of the other similar mods) is where the ship images came from.


The ones he is using are probably from the universe mod; I'm using models from the picard era mod at the moment myself and they are a little different.

So since you were here, got a question been meaning to ask. 5 ion defenses? I have always put 2 since that will cover the damage from any ship-based, I forget what the planet-based ion cannon does, but it's never been an issue for me. I've always assumed the damage wasn't additive; that the full defense was vs each shot fired. Is there any benefit to putting more than 2?

(in reply to Aeson)
Post #: 6
RE: My Star Trek doctrine ship fits - 6/9/2014 10:18:13 PM   
Aeson

 

Posts: 784
Joined: 8/30/2013
Status: offline
quote:

So since you were here, got a question been meaning to ask. 5 ion defenses? I have always put 2 since that will cover the damage from any ship-based, I forget what the planet-based ion cannon does, but it's never been an issue for me. I've always assumed the damage wasn't additive; that the full defense was vs each shot fired. Is there any benefit to putting more than 2?

Assuming you're asking me, I really couldn't say. I've never really experimented that much with ion weapons against ion defense, and I can't think of any threads or posts covering it. You might try seeing if Spidey knows anything about it. Planetary ion cannons have something like 200 attack strength, so I'm a bit doubtful that an adequate amount of ion defense for protecting against ship-based ion attacks is adequate against planetary ion weapons, but on the other hand you're not going to be up against that many planetary ion cannons at any given time, either.

As a side note, if we're talking about components mounted on anything which is expected to see combat with any significant frequency, then there is always a benefit to adding extra components even when they don't stack, because extra components extend the time that you have access to the benefit of the component when your ship starts to lose components due to damage. Doesn't necessarily mean that it's worth the space to add the extras, though.

(in reply to ldog)
Post #: 7
RE: My Star Trek doctrine ship fits - 6/9/2014 11:53:23 PM   
ldog

 

Posts: 90
Joined: 6/3/2014
Status: offline
quote:

ORIGINAL: Aeson

quote:

So since you were here, got a question been meaning to ask. 5 ion defenses? I have always put 2 since that will cover the damage from any ship-based, I forget what the planet-based ion cannon does, but it's never been an issue for me. I've always assumed the damage wasn't additive; that the full defense was vs each shot fired. Is there any benefit to putting more than 2?

Assuming you're asking me, I really couldn't say. I've never really experimented that much with ion weapons against ion defense, and I can't think of any threads or posts covering it. You might try seeing if Spidey knows anything about it. Planetary ion cannons have something like 200 attack strength, so I'm a bit doubtful that an adequate amount of ion defense for protecting against ship-based ion attacks is adequate against planetary ion weapons, but on the other hand you're not going to be up against that many planetary ion cannons at any given time, either.

As a side note, if we're talking about components mounted on anything which is expected to see combat with any significant frequency, then there is always a benefit to adding extra components even when they don't stack, because extra components extend the time that you have access to the benefit of the component when your ship starts to lose components due to damage. Doesn't necessarily mean that it's worth the space to add the extras, though.


Yeah, I was. You Spidey and like 2 other people are on the short list I figured might know.
2 has always been adequate (probably even overkill) prior to Shadows. Now that the pirates use ions like they are going out of style they have become a necessity, but 2 still seems to do it. Maybe the OP will show up again and enlighten us as to why he uses 5. I haven't invaded any planets with ion cannons yet since Legends, but unless they have upped their ROF tremendously they're more just a nuisance.

I don't see doubling up on anything except the repair drone as being worthwhile really.

These ship designs aren't half bad. So far I've been beating off pirates with fleets of 4 escorts (although they are really more like cruisers). Just about to get large scale construction so I can start building the frigs and destroyers as well.




< Message edited by ldog -- 6/10/2014 12:56:27 AM >

(in reply to Aeson)
Post #: 8
RE: My Star Trek doctrine ship fits - 6/10/2014 12:56:02 AM   
Aeson

 

Posts: 784
Joined: 8/30/2013
Status: offline
quote:

I don't see doubling up on anything except the repair drone as being worthwhile really.

Oh, I don't know that I'd go that far. I rather like doubling up on mid-game hyperdrives - one Kaldos drive + one Equinox drive makes your fleet quite a bit more responsive for only 16 size units, and has the added benefit of reducing the likelihood of having a stranded ship (both because the Kaldos drive lets it jump away from danger ~5 seconds before the Equinox drive would let it, and because both hyperdrives would have to be destroyed to strand the ship). You have to research at least two levels in each of the mid-game hyperdrives, anyways, so you might as well get some use out of them. Plus, the Kaldos drive is unique among hyperdrives in actually being better at something than the Torrent drive is when both are fully upgraded (though a one second advantage in jump initiation time isn't that much, and unless you're stacking it with another hyperdrive, you're losing far more due to how much slower the Kaldos is than you're gaining from the jump initiation time unless all you're doing is an in-system hop, and even then it might be a long enough trip for the speed difference to have an effect).

I'd also say that it'd be wise to double up on damage control units, if you're using those until you get repair bots, because all it takes is one unlucky hit and suddenly you don't have the damage reduction anymore. Same goes for the various ship countermeasures units. I've also seen it recommended that you add an extra habitation module for a little extra boarding defense, though that isn't something I feel is worthwhile.

(in reply to ldog)
Post #: 9
RE: My Star Trek doctrine ship fits - 6/10/2014 1:44:39 AM   
ldog

 

Posts: 90
Joined: 6/3/2014
Status: offline
Never thought of doing that with the hyperdrives until recently (read about what you said) but just haven't gotten around to trying it. 16 size units mid-game isn't easy to come by ;)
I would say that after all this time playing I still don't know how to setup a "good" game. I struggle a bit early and then all of a sudden I have outgrown and out-teched everyone else so by the time it comes to full on wars it barely matters how I design. I really need to give the ancient galaxy campaign a good playing.

I'm liking assault pods on all warships over extra habs for boarding def.

(in reply to Aeson)
Post #: 10
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