Having way to much fun with this & a ? (Full Version)

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VMF 214 -> Having way to much fun with this & a ? (2/14/2011 1:56:14 PM)

I have had the game about 2 weeks now, first week reading and scouring the forum the second playing the game. Boy have I gotting into the ship design part of the game. I have decided to use WWII ships to rename my ships and designs. Found a website and printed every SS, DD, CL, CA, BB and CV of WWII. So here is my plan.

Escorts named after US subs.
Destroyers after.....well destroyers.
Frigates after light cruisers.
Cruisers after again cruisers.
Capital ships after battleships.


I came across a abandoned ship in my game, better then any ship I could produce...you name it it has almost every weapon on it plus fighters....should have donated it to science and research but this ship would make a nice flagship for the fleet and promptly named it after the Lexington. Now my question or more like iput fro you all is how do you think I should desigm my ships. Escorts: very fast, not much weaponry but cheap to make like gnats of the universe. Mass produced hit and run type ships...you can kill them but not all of the because of the numbers I can throw in a fight. Frigates: weebit slower but more firepower. Destroyers: More firepower. Cruisers: slower still but packs a punch in a fight. Capital ships: The doormen of my galaxy. You want to get in you got to get past Capital ships. The when I need one and technology catches up my carriers, molded after the ship I foun....slow, tons of weapons and fighters.

how do you guys in general think these designs should go....I am leaning to heavy on the shields and light on the armor ( just the skin of the ship ).

thanks for any input.





Data -> RE: Having way to much fun with this & a ? (2/14/2011 2:17:46 PM)

almost the same as you but I depend heavily on these beauties we can find, have one or two fleets made from them
since I explore fast and with dozens of explorers I can have almost my entire armada composed of them

i also favor speed and long range over anything else, hit and run...and hit some more; and run like a sissy




Bingeling -> RE: Having way to much fun with this & a ? (2/14/2011 2:47:12 PM)

The ultimate hit and run ship for base raiding could be huge. Why?

The run part is all about getting into hyperspace fast. 4s from the fast drives (until you get the ultimate), and this should be the raider's best friend. Notice, this is the same for an escort or a capital ship. Fast is about getting quickly into range. That is why it packs fighter bays. You could of course do it with frigates or escorts, but a mine hunting carrier is cuter ;-)

I do ponder the right tool for powerful system hunting. That is, battling the large space port and its defensive base friends.

Huge fleets of small ships could do the job, but they are a mess to refuel. Also, if their defensive strength is very low compared to the area capability of their targets, they may all die at once. The bonus is that a few may die, but it influences the fleet very little (and reduces the refueling queue afterwards...).

Very powerful ships obviously work, but the defenses focus fire, and large space ports easily match capital ships of the same level. If anything dies, it seems the big one dies first. And the biggest guy is the biggest loss.

Is the perfect assault mixed? Where the biggest ship have massive defenses, while the small ones pack the punch? As long as the small ones does not fall to the targets area defenses, will they be able to kill the space port while the space port tickles the big guy's shields?





Shark7 -> RE: Having way to much fun with this & a ? (2/14/2011 4:22:59 PM)


quote:

ORIGINAL: VMF 214

I have had the game about 2 weeks now, first week reading and scouring the forum the second playing the game. Boy have I gotting into the ship design part of the game. I have decided to use WWII ships to rename my ships and designs. Found a website and printed every SS, DD, CL, CA, BB and CV of WWII. So here is my plan.

Escorts named after US subs.
Destroyers after.....well destroyers.
Frigates after light cruisers.
Cruisers after again cruisers.
Capital ships after battleships.


I came across a abandoned ship in my game, better then any ship I could produce...you name it it has almost every weapon on it plus fighters....should have donated it to science and research but this ship would make a nice flagship for the fleet and promptly named it after the Lexington. Now my question or more like iput fro you all is how do you think I should desigm my ships. Escorts: very fast, not much weaponry but cheap to make like gnats of the universe. Mass produced hit and run type ships...you can kill them but not all of the because of the numbers I can throw in a fight. Frigates: weebit slower but more firepower. Destroyers: More firepower. Cruisers: slower still but packs a punch in a fight. Capital ships: The doormen of my galaxy. You want to get in you got to get past Capital ships. The when I need one and technology catches up my carriers, molded after the ship I foun....slow, tons of weapons and fighters.

how do you guys in general think these designs should go....I am leaning to heavy on the shields and light on the armor ( just the skin of the ship ).

thanks for any input.




I've actually made a couple of ShipNames.txt files that you can use as part of a custom theme (if you only want to change that, you need only include it in the folder).

One is Royal Navy, other is IJN. These will name the individual ships as you produce them, saving you from having to rename individually. They are not class names.

Generally:

Escorts use Corvette, Gunboat, Minesweeper, or patrol craft names
Frigates use Frigate or DE names (in the IJN version some additional PC names are used).
Destroyers use destroyer names
Cruisers use cruiser names and carrier names
Capital ships use Battleship, Battlecruiser, or Carrier names

The RN version has about 150-200 names per type, the IJN version has fewer and is more suited to smaller games.

They can be found here in this thread:

http://www.matrixgames.com/forums/tm.asp?m=2467645




Sabin Stargem -> RE: Having way to much fun with this & a ? (2/15/2011 8:36:51 AM)

Here are my designs, for the endgame. Dual-Drives are standard to maximize speed and quicker jump initiation. All ships come with 1 piece of regular armor for the negation bonus, and Ion armor to cancel out Ion weapons of lower and equal classes.

Guardian MK18 (Escort) - These are superfast, and have the barest amount of weapons and armor. 1 Ion, 1 Torpedo, 1 shield, 1 armor. Less than 300 weight, probably 180ish by my recall. Ranges in top speed, from 50 to 100+. If I remember rightly, a Fighter Bay or Stealth Coating really messes up the speed values.

Krillin MK35 (Frigate) - 4 Ions, 4 Torpedoes, 2 fighter bays. Gravity well and hyperspace disruption gear are standard for this weight and higher. Only class with stealth coating. Something like 600 to 800 something weight. Much slower than a Guardian, but is meant to put up an actual fight and go relatively unnoticed. (I wish Dragonball Z focused more on non-Saiyan characters...)

Archanagel MK24 (Destroyer) - 6 Ions, 6 torpedoes, 4 fighter bays. Definitely breaks the 1,000 weight mark, probably tops out at 1,200.

Seraphim MK22(Cruiser) - Probably about 10 ions, 10 torpedoes, 8 fighter bays. Designed to weigh in at 1,500. The Seraphim are among Yahweh's highest servile class.

Metatron MK-I (Capital Ship) - Weighs in at 1,500 units, but has fewer weapons, defenses, features, and only 4 or 6 fighter bays in order to carry a Superlaser. Metatron is not unlike the Mouth of Sauron, except is basically "The Throne of God" or "God's Voice". Basically one of the more powerful individuals of that hierarchy. When the Metatron speaks, it is heard. (Cue the explosion of a planet or a Deathstar.)

Sturm Trooper MK13 (Troopship) - 1,500 weight units, and features bombardment weapons, unlike other classes. Only ship with troop capacity, which works out better because having fewer troop vessels with high capacity reduces the management headache. I found that putting troop pods on every military ship just dilutes your troop distribution and basically makes the AI mishandle things.



Numbers & Asthetics - I favor Torpedoes and Ions, because torpedoes offer the best overall weapon, while ions turn off enemy ships. I used to go with a more varied 'combined arms' design, but ultimately gave in to practicality. As to the number of each ship class that I ultimately have in my navy, it is dependent on how much cash I have, and what I feel is an aesthetically pleasing number. To be honest, these numbers are not very realistic or practical for anyone who wants to skillfully win the game. I just do it because I enjoy simplified math far too much for my own good. [:o]


Early to Midgame
50 Escorts
40 Frigates
30 Destroyers
20 Cruisers
10 Capitals
5 Troopships

Endgame
100 Escorts
80 Frigates
60 Destroyers
40 Cruisers
20 Capitals
10 Troopships




Wreck -> RE: Having way to much fun with this & a ? (2/15/2011 2:35:15 PM)

quote:

All ships come with 1 piece of regular armor for the negation bonus

What is the "negation bonus"?




Data -> RE: Having way to much fun with this & a ? (2/15/2011 2:59:03 PM)

the amount of damage the armor absorbs




Wreck -> RE: Having way to much fun with this & a ? (2/15/2011 3:36:14 PM)

OK, then why not 2 pieces (or N)?  Does the second piece not get something the first piece does get?




Data -> RE: Having way to much fun with this & a ? (2/15/2011 4:42:57 PM)

I think / speculate that Sabin noticed that aromor components do not stack so you need only one to get the reactive / negation bonus. It would be in the spirit of the DW design if they don't stack. Not sure if the design screen shows you an aggregate reactive value for all the armor components but it could be tested.




Data -> RE: Having way to much fun with this & a ? (2/15/2011 4:50:49 PM)

Just checked the design detail window, it does indeed have an armor reactive strength which sould be an aggregate just the same as for the shields. But I've checked in on a screenshot so I cannot confirm if armor stacks with regard to reactive bonus or not.




Data -> RE: Having way to much fun with this & a ? (2/15/2011 5:02:04 PM)

Jumped quickly into the game to bring closure to this, confirmed that aromor components do not stack with regard to their reactive element. Sabin is a Stargem...again [:)]




RaffleSnaffle -> RE: Having way to much fun with this & a ? (2/16/2011 8:51:44 AM)

oh so hyper cores DO stack! haha did not know that!




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