Wreck -> Questions on Ship Design (2/18/2011 5:02:25 AM)
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Here's a few questions I had regarding basic ship functionality. The default design for a constructor ship starts with three "industrial" plants, and one of each other kind. Is this a mistake, or not? Does a constructor need a lot more industrial capacity than the other kinds? Is 3:1:1:1 the best ratio, or some other? I build a lot of bases with no weapons. Given that they have no weapons, and power their operation via energy collectors, is there any use for a fuel cell on them? Similarly, is there any reason why you'd build in extra reactor power? I can't leave off the reactor altogether, but it seems like I should be able to if I have enough energy collected. Is there any point in putting cargo holds on a base not oriented towards trade or mining? In particular, what does cargo do for a Resort Base? For a Defensive Base? Similarly, is there any point in putting fuel cells on a base that has enough energy collectors to power its operations? Mines and Gas Mines are privately owned, and thus not upgradeable. And they block me from building any other mine on their planet. I find this irritating. I know I can build a normal starbase (perhaps "defensive") that has miners on it. Will such a base mine? Pirate starbases do seem to work as gas mines... Is there any reason to prefer a private mine over a state-owned starbase that does the same thing?
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