Does freighter cost matter? (Full Version)

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flankspeed -> Does freighter cost matter? (5/27/2010 5:27:15 PM)

Does anyone know if you increase the cost of freighters, by adding shields for example. Does this mean your private economy will buy less of them since they cost more to build/maintain?





Fishman -> RE: Does freighter cost matter? (5/29/2010 3:17:03 AM)

Yes. The private economy buys less of them when you make them more expensive like that. This is, generally, not good for your spaceport income. Instead, make them extremely easy to destroy, so that they will keep buying new ones.




Athius -> RE: Does freighter cost matter? (6/8/2010 4:23:43 PM)

Gehe, yeah this game has the tendency to make you a bit...cynical [:-]




the1sean -> RE: Does freighter cost matter? (6/10/2010 1:25:58 AM)

I personally like to give my freighters some anti-badguy insurance in the form of one shield, a good weapon, and basic sensors (so they can spot badguys and call in escorts, or start running earlier, or both). Your private sector will also pay more when they buy them, and your trade routes will flourish.




torrenal -> RE: Does freighter cost matter? (7/25/2010 2:00:11 AM)

I tend to strip the weapons from my freighters (they keep the shields, and occasionally I add a piece of armor or 3), instead aiming for a large navy to deal with the problems in the galaxy. Weapons on freighters may be fun when it comes to pirates, but weapons on freighters when a port is being attacked by a fleet this becomes a "please kill me" sign -- As they flee, freighters will take shots at the attacking fleet, and get hacked to pieces in response. Freighters without weapons can get away from the same scenario unharmed.
//Torrenal

Ooh, pirate attack... go to. Z, right-click, A. Z, right-click, A. Z, right-click, A. Now, where to build that resort base....[sm=00000289.gif]




Fishman -> RE: Does freighter cost matter? (7/26/2010 11:20:28 AM)

"Weapons"? Freighters can have more than one again? Because ONE is basically completely useless, especially since they will not actually accept instructions on how to USE them anymore.




Foraven -> RE: Does freighter cost matter? (8/20/2010 5:08:53 PM)


quote:

ORIGINAL: Fishman

"Weapons"? Freighters can have more than one again? Because ONE is basically completely useless, especially since they will not actually accept instructions on how to USE them anymore.


You can put one on them only (1.0.6.0). I find it somewhat useful, it does deter the pirates a bit and make it easier for my combat ships once they come to pick them off. But i figured that the best for civilian ships is the be more agile than monsters and pirates, that way they don't get hurt and don't lose their cargo.

But that doesn't mean i don't have to clear pirates and monsters though; fleeing ships to bring money in, and money spent on fuel isn't profit i can tax.




Carewolf -> RE: Does freighter cost matter? (9/20/2010 7:14:18 PM)


quote:

ORIGINAL: Fishman

"Weapons"? Freighters can have more than one again? Because ONE is basically completely useless, especially since they will not actually accept instructions on how to USE them anymore.

Give the large freighters one good weapon. They might not be able carry two small lasers but they can carry one big torpedo.




Cosian -> RE: Does freighter cost matter? (9/20/2010 11:37:44 PM)

I also tend to remove weapons from all civi ships. What good is one beam weapon or even one torp going to do? Whereas a more expensive freighter may mean higher starport income for that transaction, it would seem keeping the cost as cheap as possible would result in more freighters and a better overall flow of goods through your empire.




Foraven -> RE: Does freighter cost matter? (9/21/2010 2:29:28 AM)

On other hand, having a weapon on your civies can help soften pirates and monsters if your military can't make it there right away. A few times it did help me in early game when my fleet was not as numberous and powerful as i needed it to be.




the1sean -> RE: Does freighter cost matter? (9/21/2010 5:56:42 AM)


quote:

ORIGINAL: Foraven

On other hand, having a weapon on your civies can help soften pirates and monsters if your military can't make it there right away. A few times it did help me in early game when my fleet was not as numberous and powerful as i needed it to be.



I agree, also, my torpedo tech is usually pretty advanced, so freighters can get in some mean hits and even defeat the generally low-tech pirate escorts, and even some frigates.

Torrenal has a good point about armed freighters getting shot, though. Sometimes speed is the best defense. Low jump initiation time, and turning speed are more important than cruising speed in my opinion.

Giving freighters proximity array sensors, shields and a mandatory 1 armor is essential. That way they can spot predators and call in support.




adecoy95 -> RE: Does freighter cost matter? (9/21/2010 6:36:36 AM)

can you give freighters the super area effect weapon?




torrenal -> RE: Does freighter cost matter? (9/21/2010 6:55:17 AM)

I beleive the only limits on freighters weapons are qty not greater than 1.  So yes, Super Area Effect would be possible on a freighter (I recall tales of deathrays on same, going up against pirates).  The problem however with putting a super-area-weapon on ANY ship is that the only ship that is not targeted by the weapon is the one that fires it.  The ONLY ship.  Not just ships of uninterested third parties, but allied ships and your own ships (merchants, space ports, etc) will take damage from the super-area weapon.  So before loading a super area weapon on a merchant ship, I would ask if I trust it to not go out into strange systems and pick fights?

Then I pick a different weapon.

//Torrenal




the1sean -> RE: Does freighter cost matter? (9/22/2010 2:31:13 PM)

Yeah, Torrenal, it baffled me when the AI design stuck an area weapon on my spaceports and my resupply ships. Seems like a recipe for disaster!




Jeeves -> RE: Does freighter cost matter? (9/28/2010 12:56:19 AM)

You can if the ship size is big enough and you have enough reactors. I prefer the area weapons on my mining ships, but am experimenting with having the medium and large freighters firepower 110 from an area weapon. At one independent colony I visited a pirate warped in when I was almost docked and poor independent freighters were caught in the blast.
quote:

ORIGINAL: adecoy95

can you give freighters the super area effect weapon?




the1sean -> RE: Does freighter cost matter? (10/4/2010 4:16:54 PM)

Yeah, I ave witnessed some brutal effects of putting area weapons on space stations. one tiny pirate escorted destroyed or crippled a half dozen trade ships, lol!




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