Bingeling -> RE: Ship Class Necessity (6/1/2013 7:59:28 PM)
|
quote:
ORIGINAL: Plant Do you really need so many designs bingeling? 7 Design is excessive, and would be near impossible to micromanage in battle with the current interface. As it is, there are 5 designs (and carrier) to play around with, mostly speaking, having so many designs reduces flexibility. Need? My games usually end before capitals do much, so I pretty much get by with 2 designs. Because doing something creative is a pain. How to spend 7 designs if you optimize a bit? Without being "fleet formation" kind of fancy? Different ships or different tasks. The main fleet Well armored, slow, powerful. A main fleet ship - the cruiser. A fleet gadget ship - the capital. A fleet carrier - a massive carrier. Colony defense. Not to stop main invasions, though. They need to intercept. They are faster, and less defenses. A short range, high damage, fast ship to burn down troop carriers. A faster carrier for better escape when starting in the middle. A raider fleet A main raider ship with good firepower, decent range, decent speed, and good defenses. Or maybe crazy fast and long range? A raider carrier with good defenses but more agile than the main fleet one. Usually the colony defense fleet will not be the target of attackers, and will be shot at less. Thus, less armor and more hurt. The raiders will be the target of anyone around. And the main fleet ships are brutes that accept to be shot at, and is in no particular hurry. Would it work? Dunno, I am not crazy enough to try this. Which of these roles fit the escort label? They are multiple variants of cruisers/destroyers and carriers. One could argue that raiders are frigates, but I think mine would be the largest I can make a reasonably fast ship :)
|
|
|
|