Aeson -> RE: Questions about fighter bays and planetary stock levels (9/15/2015 10:08:58 PM)
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quote:
I shouldn't need powerful engines because they will be range based ships so I think 400 size is the magic number, that way you can fit two, maybe three bays. You should be able to fit at least three bays onto a size 400 ship, and if you're using the carrier role, you're going to need to fit 4 (40% of 400 size is 160; in order to meet the 40% fighter bays requirement on a carrier, you will need 4 standard fighter bays taking up 200 size or 4 advanced fighter bays taking up 180 size). If you want to use carrier-role carriers, then the closest you can come to size-400 with 3 fighter bays is size-375 with standard fighter bays or size-337 with advanced fighter bays. Also, powerful engines are quite useful for range-based ships. You need to be able to keep the range open, after all. quote:
Questions: What range do people use for their ships? Is 12 sectors safe standard? There is no such thing as one standard range for everything. It depends on the map size, on how long you want your ships to be able to fight without needing to refuel, on how distant your enemies are, etc. My rules of thumb in the early game are that a ship's effective range for protracted combat deployments is about one third of its design range, a ship's effective range for strike missions is about 40% of its design range, and a size-300 or so system defense ship can make do with 5 standard fuel cells. If I were to use a ship with a 12-sector design range, I would not want to fight protracted engagements more than ~4 sectors from my nearest refueling point, and I wouldn't want to launch strike missions against targets more than ~5 sectors away. If that's okay for your situation, then a 12-sector design range is acceptable. I would tend to say that a 12-sector range is probably workable, especially if you're not looking to fight a war too far from home or are willing to mess around with resupply ships. Note that you will need to make some adjustments to this rule as the game progresses; a rule of thumb that is good when the combat power requirements are similar to the travel power requirements (time on station ~= time taken to get to station, assuming you also need to make a return trip and that you've used the above rule of thumb) might not be nearly as satisfactory when the combat power requirements are twice the travel power requirements (time on station ~= one half the time taken to get to station, assuming you need to make a return trip and have used the above rule of thumb). Also note that this rule is not particularly applicable to ships which are not intended for long-range deployment. Also be aware that my rules of thumb are based upon how things work in the unmodded game. You're clearly playing with a mod since there are no "bird dudes with the special fighters" in the unmodded game, and so the rules of thumb that I provided may not work that well for you. Try them, see if they work, adjust them if they don't.
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