Refueling and Repairing (Full Version)

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Erithtotl -> Refueling and Repairing (5/29/2014 2:57:04 PM)

One thing I've struggled with is efficient refueling and repairing.

So can ships refuel at any station that has docks and fuel in cargo? So basically any mining station?

I know you can build refueling ships though they are rather micro intensive to use properly, especially if they need to fill up in one system then redeploy to another to provide fueling, and its hard to make one big enough to refuel a whole fleet.

Also, what is required to repair ships? Is it possible to make a mobile repair ship? Which components would I need to add? Does it require certain cargo and is there any way to get it to pick that stuff up?

Finally, in a system that doesn't have any fuel sources, is it possible to build a refueling station there that the private sector will keep supplied with a fuel stock?




Bingeling -> RE: Refueling and Repairing (5/29/2014 3:09:28 PM)

They can refuel at any spot (including mining station) with unreserved fuel in cargo. In a fuel crisis, unreserved fuel may be hard to come by, as it is quickly reserved for refueling and transport.

Resupply ships don't require micro management once deployed on a fuel source. Pre-loading them requires a bit of work but it i not worse than:

1: Buy and deploy at a good source, preferably only with the fuel you actually use.
2: Once a need, find a fuel source near the area of action. Move there and deploy.

I think a construction ship can repair ships. Apart from that, use spaceports for your own sanity. You can build a star base or something with a construction yard and manufacture thingies, but don't expect it to be supplied well. Notice the repair bot technology in the construction part, it is very nice.

Refueling station for privates? I doubt it would be successful.




Erithtotl -> RE: Refueling and Repairing (5/29/2014 3:13:14 PM)


quote:

ORIGINAL: Bingeling

They can refuel at any spot (including mining station) with unreserved fuel in cargo. In a fuel crisis, unreserved fuel may be hard to come by, as it is quickly reserved for refueling and transport.

Resupply ships don't require micro management once deployed on a fuel source. Pre-loading them requires a bit of work but it i not worse than:

1: Buy and deploy at a good source, preferably only with the fuel you actually use.
2: Once a need, find a fuel source near the area of action. Move there and deploy.

I think a construction ship can repair ships. Apart from that, use spaceports for your own sanity. You can build a star base or something with a construction yard and manufacture thingies, but don't expect it to be supplied well. Notice the repair bot technology in the construction part, it is very nice.

Refueling station for privates? I doubt it would be successful.


I don't mean a refueling station for privates. I mean a refueling station that privates will keep loaded with fuel.

Problem is I have some remote colonies that don't have any native fuel sources. I want to keep a fleet local to protect against pirates, but ultimately when it runs low on fuel or needs repairs it has to go all the way back to my core colonies leaving that remote colony vulnerable. I'd like to be able to build a forward repairing and refueling station in a system that doesn't have the inherent resources.




Bingeling -> RE: Refueling and Repairing (5/29/2014 3:18:46 PM)

There must be some fuel source nearby? This is a good spot for a resupply ship, especially if a gas mine there would hardly survive. It is of course possible that it is a very barren stretch of space.

Apart from that, fleet rotation. And have enough fuel that the colony is supplied. For instance two fleets, one refueling, the other at the colony, and a third in the rotation is "back home" repairing.




Erithtotl -> RE: Refueling and Repairing (5/29/2014 3:20:21 PM)


quote:

ORIGINAL: Bingeling

There must be some fuel source nearby? This is a good spot for a resupply ship, especially if a gas mine there would hardly survive. It is of course possible that it is a very barren stretch of space.

Apart from that, fleet rotation. And have enough fuel that the colony is supplied. For instance two fleets, one refueling, the other at the colony, and a third in the rotation is "back home" repairing.


It is a pretty barren stretch heavily populated by pirates so lone stations or refueling ships are sitting ducks.

I realize fleet rotation is a way to solve this problem. I'm just trying to see if there's a less labor intensive strategy and there doesn't appear to be one.




Bingeling -> RE: Refueling and Repairing (5/29/2014 3:22:36 PM)

Pirates should not kill a resupply ship easily. They are powerful. They won't help civilians, though.

I would hunt for those pirates, as long as I have some military ships to hunt with. In my AAR I am kind of short on that so far :)




Jim D Burns -> RE: Refueling and Repairing (5/29/2014 3:28:43 PM)

I usually put 3 or 4 other escorting ships into a fleet with a supply ship. So when it deploys they stay with it and circle the deployed ship. If local pirates are a real menace up it to 10-12 or whatever you need, they'll stay with it as long as you keep them all in the same fleet together.

Jim




Erithtotl -> RE: Refueling and Repairing (5/29/2014 3:42:09 PM)


quote:

ORIGINAL: Jim D Burns

I usually put 3 or 4 other escorting ships into a fleet with a supply ship. So when it deploys they stay with it and circle the deployed ship. If local pirates are a real menace up it to 10-12 or whatever you need, they'll stay with it as long as you keep them all in the same fleet together.

Jim


Yeah I think I am realizing I need to build some escorts and do that, as well as beef up the defenses and weapons on my non front line ships. I was thinking using central response fleet exclusively would work but it's impossible to control everything that way due to the speed at which pirates can strike.




Jim D Burns -> RE: Refueling and Repairing (5/29/2014 3:51:47 PM)


quote:

ORIGINAL: Erithtotl
Yeah I think I am realizing I need to build some escorts and do that, as well as beef up the defenses and weapons on my non front line ships. I was thinking using central response fleet exclusively would work but it's impossible to control everything that way due to the speed at which pirates can strike.


Don’t overdo it in the design editor by trying to make everything strong enough to survive on their own independently or maintenance costs will bankrupt you. The trick is design your stuff with time in mind (more shielding/armor, faster escorts with standoff orders and long range weapons, etc.). If you can hold the raiders at bay long enough for a battle fleet to arrive, you can win the day.

Deciding on your escort makeup should be similar, don’t stuff 12 ships in with the supply ship unless you expect large 20+ sized pirate fleets. I generally go with 4 escorts and double it if the local pirates are rich with hundreds of ships (you can see their total ship numbers on the diplomacy screen). 4-8 escorts can usually keep the pirates busy and keep the supply ship alive long enough for a battle fleet to arrive and save the day.

Jim




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