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Emperor0Akim -> My Shipdesigns and maybe yours (5/2/2016 1:24:52 AM)

Hidiho,

I read a lot of ship Design Threads and found most of them either end in arguing over some playstyle or a min-maxing guide for warships.
and just wanted to share some designs I came up with in my games. And only some of them are warships :)

Oh and Kudos to the Developers for all the Sci-Fi References in the System Names, its really fun to figure them out.


So I will part this post into three categories.
Part One will be my Designs so far, Part Two are Ideas I have not tested/used yet and Part Three are questions I have not found answers too yet.

For starters I play Universe Vanilla, Max Size ( 15x15, 1400 Systems ) in unregular Clusters, Expensive Research, and all Races Included on Very Hard.
My Race are the Humans with a Modded Government ( Imperium of Man ),which is nothing more than a Military Dictatorship with 0.1% of changing the Leader.

Part One

My Ships.

I don't think automated military ships and I will ever become friends. Defense Fleets work okay for Systems but everything else did not do what I wanted,
when I wanted it.

State Ships

The Explorer/ AWACS Ship - Unarmed, Fast Scout, I guess everybody uses, with every Scanner I have, including Long Range.
The Longe Range Scanner has the advantage of not only highlighting what all the ships around you are doing but also let you see and grab
all those nice little Debris Fields and lost Ships lying around. And you can park or refuel them everywhere because nobody cares.
Should Later have enough fuel for 15-30 Sectors ( 15x15 universe )
FUN FACT : Tractor Beams and Point Defense seem to not count as Weapons for other Races. So I put a Tractor Beam and a Handfull of PDs into every Ship just to avoid capture
and add into the chances of fleeing. ( Since Tractors can also push enemys away )
FUN FACT II : If you experience that your Scouts are ignoring the ancient ruins, my solution is to keep the range of the resource scanner low. This forces the scouts to fly near enough
to the planet to explore ruins/ships. They take a while longer to explore a system fully, but keeps me from asking questions like : "If you explored this sector completely, why are there 5 ruins with unknown
contents ?!? "


The Buildship : I guess like everybody else, 1 Yard, 1 of each plants, enough cargo space to build the biggest base in stock ( I have yet to find out how much that is, but I go with more is better )
.. also a ressource scanner just in case the explorer ignored one planet.

The Pillager : Frigate Sized Build Ship, For About 300 Size I get a Cheap, Spaceport constructable ship I can massproduce to clear out debris fields and quickly send to repair stranded capital ships.
Later gets enough weapons to deal with the occasional Space Slug or Kaltor. Btw. I can confirm if set to All Weapons/Don't Flee they will Fire while repairing. Sadly the surprised
pirates that jumped into my occupied debris field never came out.

Fleet Tender : Same as above but with Docking Bays and Gas Extractors. Not happy with those at the moment.

Resupply Ships : I will give those a try again, since my Fleet Tenders won't stay still when a horde of thirsty warships arrive. And I hope a deploid resupply ship will do that.

Early Colonizer : Small Troop Transporter that brings the Glory of the Emperor to those unenlightened free colonies.

Colony Ship : As cheap as possible, while still able to move. Since no Cargo Bay, Passenger Compartment or more Colonizer Modules enhance the abilities of this ship.

State Miners : I read about them and will try them out especially with frontier planets and new colonies.

Colony Escort : A Idea I got just now, Basically a System Defense Ship, with Mining equipment and Troop Compartment. It gets built for every Colony Ship that goes out of the home cluster
and transports a handfull of homeworld-trained troops/clone troopers to the new colony, starts mining the system and can at least scare away minor pirate attacks.

System Defense Ships - Slower but more Durable than the aggressive counterpart, with fast jump hyperdrives to get faster to intruders and hold the line until the sector fleet arrives.
And with enough energy collectors to supply the wait, so the tank is full when its needed.

Combat Ships - I like to try out new things, and most of the time my fleet consists of cobbled together ideas and what I found lying around. But I am always happy when my tech-level gets high
enough to remove the slow-ass hyperdrives from those capital slugs. But I prefer close combat brawlers with torpedoes as first greeting. I would prefer to actually use a staggered
fleet layout with different experts and weapons, but sadlly the ships don't do that for me. Sometimes the Torpedoships start only shooting when on top of the enemy, the Carrier releases
some fighters, turns around and runs without getting hit. So I stagger my ships weaponry. Some Torpedos, Some Long Range Lasers, Lots of Blasters, all weapons get stronger the closer I am
so .. yeah. And two ion cannons and tractor beams just to annoy the others. The same goes for assault pods.
Now I start dreaming again of Fleets Consisting of Different Groups with actual Fleet Formations .. 1st Imperial Warfleet - 1st Group 3 Capital Ships, 3 Missile Cruiser, 5 Picket Frigates with PDs, 2 Carriers.
2nd. Group - 4 Troop Carriers, 4 Marine Ships 3rd Group - Fleet Tenders with Fuel and Repair.

-- Edit --

Well my beautiful ascii art don't seem to work ..

-- Edit--

Okay .. thats how I attack anyway, the main Fleet Jumps Into the System and Kills Everything in the Sky. The Second Group comes a bit later and takes over planets and leftover ships and
mines. Then the Fleet Tenders Jump in from outside the System and Refuel Everybody.
This is the one change that would be really great. The Tenders Dock on the Capital Ships and feed them, the Whale does not hunt the shrimp, it just opens its mouth.



Private Ships

I do NOT put Weapons on private Ships, since you can only put one in which in return will annoy most of my trade partners and lead into shot down ships.
( in hindsight it was hilarous to watch the lemming-herd of traders rush to the ancient guardians and getting mowed down one by one )
This said, I reference to the Fun Fact with PDs and Tractors. Those go on every Ship of mine.
Also the best Hyper- and Sublight Drives available and enough Vector Engines to keep the Turnrate between 20-25.
Because all those little Buggers are the liveblood of my Empire and I want them to move my stuff around. And after a year of flying taking 5 month to dock is not an option.

Gas Extractors/ Mining Ships - Optimized after the Ressource Mining Thread to have enough Extractors/Miners to Mine at optimal Rate and a Small Cargo Bay for quick Returns.
Also no Luxury Extractors since their job is basic supply.

Freighters - at the moment I am using the 5,10,15 Cargo Bay Design, but I am thinking of switching to just three equal design on the different types. And using those different types
to manage a staggered retrofit. Because retrofitting all your Private Sector ships at once will grind bigger empires to a halt for at least 1-2 years.

Passenger Ships - or Money Trucks , those fill up my new colonies and resort bases. More Armor and Shields than Freighters and as much Passenger Compartments as the Build Size allows.




Bases

I put Commerce Centers on every each and one of them. I think of them as the Customs-Department of my Empire.
And Private Ships will fly to every godless back end of the universe just to refuel the hellhole ... so the least they can do is pay their tarrifs to me.


After long trials with different Designs, Sizes and Layouts I finally fell into line and use the small, medium and large concept for the spaceports.
( also the retrofitting is easier to manage )

New Colony Spaceport : Small Spaceport, some Dockingbays, 1 Yard and 1 of each Plants, Medbay, Entertainment .. to be in the sky as soon as the coloninzer lands.
I think I will change this into a yet cheaper defense base, and make better use of the ground defenses ( Mortalen or Boskaren Clone-Troopers get really cheap later in the game )

System Capital Spaceport : Medium Spaceport : . One per System as Central Trade Hub. Some Shipyards, Armed and Armored to the teeth, not as big as the next one but scary enough.

Capital Spaceport : Large Spaceport - Hangs above my Homeworld, every regional capital ( Center of the Cluster ) and every Wonder I built ( Since I read, that those count as Tourism Target I started to spread those
across my empire against piling them on the homeworld )

Defense Base - as said above, found no real use else for them .. maybe I my enemies where not strong enough yet :)

Homeworld Research Hub : Like the Capital Spaceport, Armed with everything and the kitchen-sink. This is the most important installation of my Empire. Retrofitted once in a while to add new Weapons
and some Research Labs, to keep the potential above the output.

General Research Station : Three Equally Designed Stations with all Research Modules on Board to keep my Research output roughly equal. Big enough to safely put researchers on. ( Basesize counts into the sabotage difficulty )
Built to occupy Bonus Locations with more than 25%. With Expensive Research, I ignore the research path completely, so there are no wonders to think about.
I try to colonize the the ruins with the same effects. And a good part of my research is done by the pillager ships and my spies.

Cheap Gas Extractor/ Miner : Optimized like the ships, I would have liked to build in different sizes with more variety but, then I could not use auto-retrofit. Which becomes to much micromanagement very soon.

Refuel Outpost : The Exception to the rule - Large Gas Extractor with all the Bells & Whistles and Long Range Sensors .. on every Fuel Planet and Nebula. Less Pirate Outposts, More Gas-Stations for me.

Resort Base : or Money Printing Press, Well Defended and long range scanners with as much Passenger Compartments as size allows. Each Compartment equals money. I am thinking if I should really arm them at
all since they never/seldom get attacked, and if size is the most important factor for sabotage .. it may be cheaper to just use a bit of defense and lots and lots of compartments.
I put those everywhere. If there is a big enough population nearby they will make money. The best part, the empire does not matter, build them on scenic locations just outside your friends borders
or if you are fast enough inside the borders before they expand .. their touristst, their private sector .. your station, your money

Bait Base - Since I saw that Video with the Pirate Fleet banging on that base without getting a dent in the armor, I thought .. if the base got enough energy collectors to fill the energy bar a bit,
it could also shoot back .. will try.



I seem to fall short on part three ..

the only question I have is .. WHY and WTF ?!? .. whenever I automate single warships ..
I read that a flexible destroyer defense is a thing, since destroyers position themselves at planets .. my destroyers try to escorts small freighters 5 sectors away ..
or patrol mines ..


I know, its a old game, but I only found it a few weeks ago .. so .. please comment and maybe share some things out of your toolbox.
What are your usefull designs.




Aeson -> RE: My Shipdesigns and maybe yours (5/2/2016 3:33:37 AM)

quote:

enough cargo space to build the biggest base in stock ( I have yet to find out how much that is, but I go with more is better )

If you want to find out how many resources a specific design requires, then go into the Designs menu, select the design you want to see the resource totals for, click the Edit or Manually Upgrade button, and then click the Construction Summary button at the bottom of the list of components in the design. That will tell you the quantity and type of resources required to build the design, though to get the total you'll have to sum up the numbers.

quote:

Colony Escort : A Idea I got just now, Basically a System Defense Ship, with Mining equipment and Troop Compartment. It gets built for every Colony Ship that goes out of the home cluster and transports a handfull of homeworld-trained troops/clone troopers to the new colony, starts mining the system and can at least scare away minor pirate attacks.

I'd suggest that a small or early-game ship trying to do all of this is likely trying to perform too many different functions to perform well. Especially in the early game when ships cannot be very large, it pays to keep the design focused; if you try to do everything with one design, you end up with a design that isn't good at anything.




Emperor0Akim -> RE: My Shipdesigns and maybe yours (5/2/2016 4:43:34 AM)



quote:

Colony Escort : A Idea I got just now, Basically a System Defense Ship, with Mining equipment and Troop Compartment. It gets built for every Colony Ship that goes out of the home cluster and transports a handfull of homeworld-trained troops/clone troopers to the new colony, starts mining the system and can at least scare away minor pirate attacks.

I'd suggest that a small or early-game ship trying to do all of this is likely trying to perform too many different functions to perform well. Especially in the early game when ships cannot be very large, it pays to keep the design focused; if you try to do everything with one design, you end up with a design that isn't good at anything.


I know that. I planned it as Midgame Cruiser, when I start colonizing further and further away from my core colonies and enter pirate infested
areas again. And since I want to keep my fleets rooting out those pirate nests, bolster the supply lines for the new colonies until the first freighters arrive and keep the colony from being raided the whole time I thought of a shiptype that could help me with all of this.
In addition to that, when the colony gets going I can retire or retrofit the ship to use as something else.




Hattori Hanzo -> RE: My Shipdesigns and maybe yours (5/4/2016 4:17:01 PM)

very interesting, I will follow you [:)]




Emperor0Akim -> RE: My Shipdesigns and maybe yours (5/5/2016 12:43:33 PM)

Well thanks.

Well myy newest Idea and Design, the Beartrap, worked like a charm and failed miserably at the same time.

In a new game, pre Warp.
My Design Idea was to get Warp Tech without doing the Research.
So my first research went into Ship Boarding, Armor and Shipsize.

The Design was simple. Stuff a ship with Armor, Blasters and Boarding Pods and wait for Pirates.

guess who did not come out to play ?

After a long while finally a Scout flitted through my System, so at least I had a known contact.
My Spies started working on it right after that, what better invitation to come and get me than to piss them off.

Well, after 7 Years Game Time the Pirates dropped a Supply Ship on me.


Motherf....


The Beartraps worked like a charm. Mobbed the Big Lug and Captured it. Then it exploded.


So the Design worked perfectly, but still failed to get me what I want. :(




Hattori Hanzo -> RE: My Shipdesigns and maybe yours (5/5/2016 4:39:45 PM)

I'm not sure to having understand which of the two ships exploded: your BearTrap or the Pirates Supply Ship ??? [&:]

and also: do you have any idea why that ship exploded ?




Aeson -> RE: My Shipdesigns and maybe yours (5/5/2016 7:26:54 PM)

quote:

The Beartraps worked like a charm. Mobbed the Big Lug and Captured it. Then it exploded.

You should probably check on your boarding settings in Empire Policies; from what you describe, it sounds as though you might have things set to be scrapped upon being captured rather than enlisted in the fleet or retired at a shipyard.




Emperor0Akim -> RE: My Shipdesigns and maybe yours (5/5/2016 7:31:42 PM)

The Supply Ship exploded the moment I captured it.
I reloaded a few times to check nobody shot it. But even when the ship fled somewhere I got the message I captured it, then booom.

But while writing I remembered that I set the capture automation to always retire.

--- Edit ---

got ninjad :)

I hope I still have a savegame to fact-check this.

p.s. The Settings were on :

target ships : always capture
target base : always capture
enlist mil ships : never ( dissassemble )
how to : always at base for tech

enlist civilian : never ( dissassemble )
how to : always at base for tech


I set them this way, because I tried it on some freetraders while waiting for pirate ships.
Sadly this did not work either. They just hung around and inevitably jumped and let the Kaltor-Swarm
ravage my Research Base :(

So now its set to always capture, always enlist, dissassemble ..




Emperor0Akim -> RE: My Shipdesigns and maybe yours (5/5/2016 8:58:09 PM)

Nope .. no savegeame was old enough.

Damn YOU !!! incredible convinient timed autosave !!

Well. On the bad side, I could not keep the Supply Ship.
But on the bright side. My Design worked as intended even when they dropped an anvil with over 1k shield on me :D :D




Emperor0Akim -> RE: My Shipdesigns and maybe yours (5/6/2016 8:42:36 PM)

Well.. it is one of those games where the RNG likes to tease me.
First it gives me Characters with 3 or 4 skills, who then start to collect bad traits which make them unusable. I believe I never dismissed that many Characters.





Serenitis -> RE: My Shipdesigns and maybe yours (5/8/2016 12:35:48 AM)

Some things the same, others not so much....

quote:

The Explorer/ AWACS Ship

No.
I prefer these as separate roles. My explorers are basically a survey scanner attached to a huge pile of fuel tanks and engines with a couple of shields to soak up scratch damage, they are designed to scoot around and pick up bonus sites and map stuff.
Always, always, ALWAYS put 'fast jump' drives on scouts.

My AWACS ships are always supply ships so they can refuel themselves in space from thier cargo to feed the constant drain of the LRS, or sit on a fuel source forever.

quote:

The Buildship

The first thing I add to constructors at the start of the game is a survey scanner, sometimes they get sent off into the black with a hold full of materials for a mine or something.
Like telling it build a fuel collector somewhere then diverting it to an unexplored system in the hopes a nice gas giant is there etc.

One of my favourite things to add to constructors is fighter bays. Just one squad of fighters can distract and destroy any monster (except silvermist), so as soon as you get an attack alert you can scoot over and tell the ship to drop it's fighters, and then forget about it. Just remember to set the combat profile to 'run at 50% shields' instead of 'run if they even look at you'.

quote:

The Pillager

Great for pirate empires, not that useful for actual empires - just build a constructor instead.
These ships can only ever recover wrecks and repair ships, don't try to use them to build things as you'll run into some quirky behaviour due to some flag or other not being set by non-constructors building things.

quote:

Fleet Tender

Can refuel ships in space, but picks up all gasses not just fuel.
I never bother, it's just not worth the hassle.

quote:

Resupply Ships

Supply ships are love. Supply ships are life.

Things you can turn a supply ship into:
A giant battleship.
A carrier before you get carriers.
A ghetto deathstar.
A pre-emptive 'solo acquisition' vehicle - for putting pirate and other naughty ships into more responsible hands. Yours.
A self sufficient salvager.
An infinite range super-scout.
A mobile radar station you don't have to constantly mess with to keep it in place.
A supply ship [>:].

quote:

Early Colonizer

Yes.

quote:

Colony Ship

Colony module + a pile of fuel tanks for maximum range.
Even with colony range limits, ship range is useful.

quote:

State Miners

Pirates: All the yes.
Normals: Only if needed/struggling.

quote:

Colony Escort

Pointless. Waste of effort.
A dedicated combat ship will do more for pirate shooing.
A dedicated troop ship will carry more and won't bog your gunboats down with extra mass they hardly ever use.
Mining ships won't ever drop stuff at the new colony until it has built a spaceport.

quote:

System Defense Ships

All ships should use the 'fast jump' drives anyway. Quick jump initiation will keep your ships alive far longer than almost anything else.
BUT.
You can put double drives on your ships if you don't mind the cost. If you put a 'fast jump' and a 'high speed' drive on a ship it will use the best features of both.
Probably not so good for common escorts, but for fleet ships where space and cost is not so much of an issue....

quote:

Private Ships

Freighters are set as:
Smalls are focused to speed and range, they are mostly fuel tanks. 3 bays and the fastest drive I have.
Mediums are general purpose and usually have 5-10 bays and everything else balanced and uses the efficient drive.
Large is the heavy mover with 15-20 bays, but less range and again an efficient drive.

Passenger ships only get 1 bay when starting out, as they only ever need to move people to resorts and that only ever uses 1.
When other colonies start getting set up they get expanded as far as the current capacity will allow, but are built for range rather than capacity.
I'd much rather have small numbers of people getting shuttled about quickly than large numbers crawling through space becasue thier ship has run out of fuel.

quote:

Bases

Small: 1 lab ea. 10 docks. 3 const. 10 cargo. 2 fighters.
Med.: 3 labs ea. 20 docks. 6 const. 20 cargo. 5 fighters.
Large: 5 labs ea. 40 docks 12 const. 30 cargo. 10 fighters.

All have LRS when available. Cargo is for 'remote' bases so I don't have to use multiple designs for one class (hate that, so awkward) - one design might get fitted with fuel collectors if I want to refit a pirate station.
Weapons/defences as whatever suits at the time.

Research labs have 3 primary labs, and 1 each of the other two so leaders can get all thier bonii.
They have 2 fighter bays and a full set of mining/commerce gear so they can double up as mines.

Resorts have 8-10 passenger bays, a full mining setup and as many fighters/weapons as will fit in whatever space is left.

All mines have 2 fighter bays, a few guns and a boarding pod.
Most of time they can look after themselves fine, and might even snag you a pirate ship present.

Defence Bases are not something I use a lot of, but they can be used as cheeky miners, as you can build them on worlds which already have mines on them. And if they are equipped with mining gear....




Emperor0Akim -> RE: My Shipdesigns and maybe yours (5/8/2016 4:16:57 PM)

I have not tried fighters on construction ships that sounds like a good Idea

Yes. The Fleet Tender was a crappy Idea, I thought I allready wrote that somewhere .. it always kept flying away while the empty battleships could not keep up.

I will try to explore the uses of the ressuply ship more.

On Fuel .. my normal Fuel Policy is 2 Tanks per one Reactor on Bases. On Private Ships it depends on mapsize. As soon as Gerax Drives are available I start to think in Sectors anyway. So reach for every Ship should be
20 for Mapsize 10 and 21-30 for Mapsize 15 ( 21 is the diagonal of 15x15 => sqrt((15^2)+(15^2)) )

quote:

quote:



The Pillager


Great for pirate empires, not that useful for actual empires - just build a constructor instead.
These ships can only ever recover wrecks and repair ships, don't try to use them to build things as you'll run into some quirky behaviour due to some flag or other not being set by non-constructors building things.


Well recovering wrecks is the only thing they do .. the cost a third to a quarter of the upkeep of a real constructor ship and have all the other advantages of space built ships ( can upgrade everywhere, fleets, can retire everywhere ) So when I find a Debris field I roughly count the Wrecks, give a Build Order at my Homeworld or Nearest Big Colony, Put them all into a Fleet with the Name of the Debris System and when the announcement Spam starts I send the Fleet there. The I check out the best Wrecks, those with the least damage and the biggest ships. And one by one I have researches by the dozens and a nice fleet on the side.
The only sad thing is.

Another Fun-Fact I found out -- you can use Pillagers and Build Ships as Tug-Boats -- you can Order Ships to retire at the yard-ship, but it does not really work. But if the ships are docked at each other you can send of the constructor which takes the other ship with it.

--- Interlude ---

Retiring is kind of a thing with me.
I like to "roleplay" that this is the only way a ship can be deconstructed, well .. just because.
I only really scrap ships when they tick me of ( out of fuel frigate without hyperdrive on the backend of a nebula )

----End Interlude ----

Defense Ships
I use the two-drive trick too, but that nine space for two drives could be armor or guns :)
I like to put two drives into build ships later on and everything that needs a high survivability ( thinking : has uses to increase the trade sector more )
Also Scouts .. while you are right .. after a thought .. those profit more from a ( crap this is complicated to put it precisely ) ..
After Thinking About It. I Think Scout Ships Profit More If The Use Less Time For A Single Jump Than From Flying With Higher Warp Speed.


Yes I know the Multi Mine Trick, but I don't like to use it. It feels gamey for me.

On the Other Hand I use Fleets to Teleport Characters Across the Galaxy .. so who am I to speak :D

Colony Escort .. Yeah Sounded good on Paper.
Well, I still like it in other Games when you could put additional stuff on your colony ship to jumpstart the colony.
I mean, my Empire is filthy rich, so why can't I ?

At least we seem to agree, that a new colony deserves home-cloned (boskaren or mortalen)troopers instead of frontier (whatever race was in the colonizer) with squirtguns




Aeson -> RE: My Shipdesigns and maybe yours (5/9/2016 12:13:56 AM)

quote:

On Fuel .. my normal Fuel Policy is 2 Tanks per one Reactor on Bases.

That seems a little excessive to me, especially for bases normally built over colonies, which can draw fuel from the stockpiles on the colony as needed.

The bare minimum time that two fuel tanks per reactor could power a base is something like 167 seconds of real time at normal game speed, and that's with fully-upgraded HyperFusion Reactors drawing fuel from Small Fuel Cells under the assumption that the HyperFusion Reactors are continuously operated at maximum output. When using similarly-advanced reactors and fuel cells, you're more normally looking at four to eight minutes (real time) of operation at maximum reactor output before depleting the fuel cells at normal game speed, ignoring any power contribution from the station's energy collectors and ignoring any fuel that the station can draw upon in its cargo bays or stored at the colony over which the station may have been built. Unless you're building fortress stations, I would consider it unlikely in the extreme for these stations to survive long enough to burn through their fuel supply if attacked by just about anything, and even fortress stations fall pretty quickly when attacked by a halfway decent fleet.

Also, if you assume that 1 energy collection = 1 energy per second within a system, you're almost better off going with energy collectors than with two fuel cells per reactor, as energy collectors provide 3 to 6 energy collection per unit size (depending on upgrades) whereas a reactor plus 12 size in fuel cells can provide as little as 1.6 output per size unit, though in the mid-game that tends to be closer to 3 or 4 and in the late game it's probably more than 5; fully-upgraded HyperFusion Reactors with a pair of fuel cells per reactor can manage just shy of 9.3 output per size. The information in the A Guide to Energy thread suggests that energy collectors typically provide considerably more than 1 energy per second per energy collection, though the exact amount is variable depending on where in the system the station is placed and what kind of system it is. If you bother designing a station with sufficient energy collection to meet maximum power demands, though, you'll still need at least one reactor and at least one fuel cell to make the design valid, and since energy storage limits the maximum instantaneous energy usage of the station you may want additional reactors anyways, so it's not exactly strictly better (especially in the later portions of the game) to use energy collectors instead, but it's something to consider.




Emperor0Akim -> RE: My Shipdesigns and maybe yours (5/9/2016 12:57:57 AM)

Thanks for the complete explanation :)
And yes I understood that much about energy usage allready.

So to show off ..

I put enough reactors in my Ships/Bases to cover Max Energy Demand ( Static + Weapons + Shield + Engines/Hyperdrive )
And Enough Energy Collectors in anything that is prone to park somewhere ( Bases, Builders, Miners .. ) to cover double the static energy usage so no fuel consumption should be covered about anywhere in the system.


on top of that come the two fuel tanks per reactor but, I have to commit it is again more a roleplay-feeling thing .. it feels about the right amount of reactors. I tweak it here and there in ships, and tend to use less tanks once I get my hands on the Haakon Special Tech.



But I have learned something different today.

Defense Bases are usefull :)
As it seems my Economy was always strong enough to support civilian shipbuilding at spaceports .. but until I found a abbandoned Pirate Spaceport in my Homesystem ( same game as the beartrap-snafu above )
which was excessivly used to build civilians and spammed my with "out of ressource" messages .. I never understood the fuzz.
( and I read everything from the tutorial mkII thread .. even the older jeeves tutorial )
So I tried this .. I changed my Spaceport to Defense Base Type .. and I was free of Civvis .. so this game I will try to replace Spaceports with Defense Bases, in all but my Major Systems, so Civvis are forced to build/retrofit where I choose.




Serenitis -> RE: My Shipdesigns and maybe yours (5/13/2016 11:10:15 AM)

'Bare bones' Escorts are underrated.

That is, an escort class ship with one or two of the longest range weapons you have (torpedoes are good, missiles are better) and everything else is engines for maximum speed.
Minimum defences - 1 shield, 5 armour.
Enough fuel to keep up with fleet ships - 3-5 tanks depending on era.
And most importantly a combat profile set to 'double standoff'.

They are an absolute terror to fight in numbers because they are so fast they can kite anything with impunity.
Of course they get turned into glitter by virtually anything that can hit them and building a lot can eat a ton of money, but they are utterly disposable and make fantastic 'police' ships and fleet filler.
These ships, even built with pre-warp tech mean you almost never have to pay off pirates at the start.

I <3 disposable escorts.

-------

For a fun time, put boarding pods on EVERYTHING.
Every single design has at least one pod, even freighters.

-------

I usually like my stations to have no more than 2 fuel cells and my spaceports 5, just for the sake of redundancy. With an exception if I need/want to refit a port which is not at a colony/fuel source that design will get 10 just in case....

Reactors are added to just exceed the power draw of all installed weapons, and for ships to give maximum jump speed.
Sometimes you might want to add even more reactors than the power reqs. suggest just for the extra energy storage they give you, which will allow for longer volleys of weapons fire as well as the faster fire rate once the batteries are dry.

Every design should have a collector, but most ships never need more than one as the only static power draw is hab/life support.
The rule I use when adding collectors to bases is to cover the static demand with them, and then add one more.
Ships only ever need to cover the demand (and that is usually done by 1 collector with room to spare, except for carriers and other huge ships).





Emperor0Akim -> RE: My Shipdesigns and maybe yours (5/13/2016 2:56:07 PM)

Those disposable escorts really sound like fun :)





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