Spidey -> RE: Ship Design Guidelines (7/3/2014 10:12:37 AM)
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1. What cruise and sprint speed to you shoot for on your ships? Depends a bit on the stage of the game, really. Early game I take what I can get but once I get the vital techs out of the way, I research some ways into engines and make my combat ships hit a cruise speed of at least 30. As a general principle, I'd like them to have a cruise speed approaching 35. That way they can stay out of range of annoying capital ships and they can close in really fast when necessary. With civilian ships the speed is less critical but since they don't need to carry weapons around anyway and thus won't ever become all that big, I tend to make them pretty fast anyway. A cruise speed of at least 35 means pirates and space monsters will have a damned hard time catching them. For construction ships and colony ships, I'm plenty satisfied with a speed above 20. 22-24'ish is pretty nice. They don't strictly speaking need to be that fast but I really do hate watching them slowly snail that last bit of way towards a planet. quote:
2. What mix of shield/armor do you use? I have been using 100:25 shield:armor by tonnage. Too little armor? Depends a bit on the armor tech available but generally I put 5-10 armor plates on light stuff and early to mid combat ships and maybe 15-20 on mid to late game combat ships. As for shields, I tend to settle for 2-4 on civilian and exploration ships, construction ships, and so on, while my general purpose destroyers typically have 5-8 shields on them. Maybe more during the late game but about a thousand shield or so is really enough when you're throwing around fleets with a dozen ships in them. quote:
3. Long range vs short range. I saw a guide that recommended 2:1 short vs long on small ships and 1:2 short vs long on large ships, but I have had good luck when all long range on by capital ships. I tend to be all torp all the time. Some people advocate a blend but personally I beeline for velocity shards, then eventually upgrade to the torp ultimate, and then I start working on getting the troop techs sorted, armor, fighters, assault pods, point defense, ion cannons, and tractor beams. Diverting to research short range weapons to any kind of depth is a distraction I don't need for a long, long time. Oh, and I go all torp regardless of ship size, though i don't tend to build military ships smaller than size 300, and even then it's a stretch. I much prefer to get to size 400 before I start doing any serious ship building, and at size 400 it's quite easy to fit 6-8 torp launchers onto ships. VeloShard 2s are size 11 and do 20 damage before range penalty. 8 of those per ship is 160 damage per volley. 12 of those in a fleet adds up to a really nice amount of damage, even when hovering well outside of opposition range. Now, if I were to build a late game ship then of course I'd throw in some titan beams too, just because, but by then it rarely ever matters, since I raw numbers alone are enough to win conflicts. Generally speaking, I also don't usually bother with cruisers and capital ships. I like the flexibility of "smaller" destroyers a lot more than I like the lumbering projection of doom from really slow capital ships that just aren't as quick to get to the enemy and deliver a world of hurt.
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