Spidey
Posts: 411
Joined: 12/8/2013 Status: offline
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The problem with sharing good ship designs is that there's no uniform measurement of what "good" means in terms of a ship design aside from the ship doing what the designer wanted it to do. And since different designers might want differents, we get into a situation where my ships don't do what Jeeves want and Jeeves' ships don't do what I want. And just to be very clear, I think my design strategy is radically different from that of Jeeves, which isn't to say that my ships are "better" than his or vice versa. He's rather into specialization and super-massive micro whereas I micro out of necessity but try my hardest to limit complexity by not having more designs than I absolutely need. I outsource just about everything I can to the private sector, meaning exactly zero of my state bases have long range scanners and aside from the three research bases I build, none of my bases have labs either. Civilian mining bases, on the other hand... I also build as few space ports as possible because I frankly don't need one in every system and I like to have at least one source of every strategic resource in the vicinity of each port. I don't really bulk up my freighters much because I don't mind losing one every now and again and they don't use the extra cargo space anyway. I make them relatively light and as fast and nimble as circumstances permit. In terms of state ships, I don't put weapons on colonizers either. I don't want them fighting and most of them never have to anyway. Exploration ships are a two-stage thing. The initial explorer is just engines, a warp drive, and a big fuel capacity. Shields and armor (or rather 1 shield and 10 armor) is added once I research it. The second stage explorer has a long range scanner, some energy collectors for a fuel efficient standby mode, better armor, more shield, and maybe even a weapon. Once these are available, these are all the explorers I ever build and older explorers are retrofitted. Finally, in terms of combat, I tend to use destroyers exclusively. Size 300 is workable, size 400 is good, and size 500 is plenty to design pocket battleships. I usually go exclusively for torpedo weapons at first, since they have good range and aren't troubled much by armor. I don't put fleet ECM / targeting on them (energy drain), I don't put short range scanners on them (energy drain), and I minimize the number of hab / life support units needed because, yes, energy drain. They won't be lightning fast early on but they'll push pirates away. Repair bots come when they come, warp drive is Equinox since I always play large galaxies, and I really do enjoy putting an assault pod on as well. One pod per ship in a fleet with 6-12 ships adds up to a good bit of capture capacity. I keep meaning to make some use of hyper-deny but I just never get around to it. If I were, I'd build flagship cruisers made for brawling with phasers, ion weapons, tractor beams, fleet ECM / targeting, and 2500+ shield. But they'd get expensive fairly quickly and my normal destroyers do the job well enough so I just never bother with anything "bigger". One more significant thing, I always manually redesign my homeworld space port as pretty much the first thing in the game. The regular design comes with a lot of useless junk I won't need (like Toys'R'Us space lasers that can barely fry an ant on a good day and water balloon missiles), and having that stuff around costs money that could be better spent on exploration ships, once I've got access to Gerox warp drives. Fuel cells? What's the point without weapons and shields? Cargo bays? Don't need them. All I really need is 6-10 construction yards 12-20 docking bays, 1 plant of each kind, the labs needed to get research done early on, hab / life support, command center, enough reactors to cover the static energy drain, and a fuel cell.
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