Aeson
Posts: 784
Joined: 8/30/2013 Status: offline
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quote:
1. Can anyone suggest a shield to armor ratio? Its not clear to me how much armor to put on a ship. I would never put more than perhaps 20 armor plates on a ship, and if the vessel is less than size 300 I'd put no more than about 10 armor plates on, and typically somewhere around 5. Shields will protect against anything that armor will, as even railguns only have a chance to bypass the shields, whereas gravity weapons bypass both (sort of; the damage gets dealt to a random component, so the armor plates and shield generators still offer some degree of protection in the sense of taking the shot for some other component), and armor doesn't regenerate on its own the way shields do, for the most part. Except for highly-specialized designs, if you have enough armor plates that you could replace 10 of them with a shield generator and still have 5-20 armor plates on your design, I'd take the shields over the armor. Another thing to remember is that armor is relatively expensive, at 5 resources (steel) per plate of standard armor versus 15 (4 gold, 3 helium, 8 lead) resources per corvidian shield generator. 10 size units of standard armor costs 50 steel, whereas 10 size units of corvidian shields costs 15 mixed resources. Assuming you have enough of all resources to keep costs at the minimum level, 10 units of armor is more than three times as expensive as a single shield generator, so it's not really an economically sensible defense to use in great quantity on all your designs. The highest quality shields require 21 units of assorted resources for a single size-10 component, while the highest quality armor requires 8 units of assorted resources for a single size-1 component, so the cost differential per unit size remains similar (4 or so in the end-game, rather than 3 or so in the early game). quote:
2. What is the deal with the luxury resource extractor? Default mining base has 2 mining extractors and 1 luxery resource extractor. I read that it is suggested to use 3 mining extractors. So I update the design to use 3 mining extractors + 1 luxury based. Should I be uising 3 mining and 3 luxury? You can certainly do so, and it doesn't really hurt to get more luxuries out of a mine if there is a source present. On the other hand, you also don't necessarily need as much production of the luxuries as of the strategic resources, so getting just a little from each mine can be sufficient and slightly reduces the purchase cost (paid by the state) and maintenance cost (paid by the private sector) of a mining station because you're not paying for the extra extractors. Luxury resources give a development bonus to your colonies, if I recall correctly, which will increase the tax income, so as long as you have enough luxury production to keep 10 different luxuries in stock on most of your colonies (particularly the large colonies), you're doing fine. If you notice the computer complaining about luxury shortages or using up stocks of a luxury on some world or asking you to assign a smuggling mission to bring luxuries somewhere, you might want to increase your luxury production. Otherwise, it probably doesn't matter too much.
< Message edited by Aeson -- 7/2/2014 8:23:44 PM >
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