Plant
Posts: 418
Joined: 4/23/2013 Status: offline
|
quote:
ORIGINAL: turtlefang Plant - A 300 size escort isn't a preconceived notion of an escort size. It has been determined by experimenting with the game that this size works best for this role. Mid to late game pirate ships and raiders simply fail against this type of defensive force. Go back and test the game. Patrol/attack stances are NOT working as reported in multiple post. Multiple ships in a system increase the chance that at least one of them will react. Having only one ship in a system decreases the chances of a reaction to an pirate incursion and boarding party invasion. Test it out in the editor. You will see that having multiple ships gives MUCH better results than a single, large ship. Ships set on patrol right now DO NOT STAY in the area. Again, test it out. See other post. It has been reported by many other people. Having multiple ships in the area strongly increases the likelihood that one or more of the ships will be around when something hostile arrives. The ships wander off. Then wander back. Right now, that is the way the game works. And one ship cannot handle multiple pirate ships within a system at one time attacking from different directions. It means that troops will land on the planet. It is really that simple. And letting pirates land mean one thing - lost revenue. Either troops die, or population dies defending against the pirates, or, worse case, the pirates take the planet. And you will see that a single, large ship doesn't provide the protection that three smaller ships do. Test it in the editor. Multiple smaller ships are better than one large ship over the long haul. If Matrix fixes the Patrol stance issue, that may change. But that is NOT the way the game works right now. TEST IT OUT, SEE FOR YOURSELF. None of the above applies to me, I just select nearby ships and attack. Easy. 1 in system is better than 3 in the same system. I don't know what is up with your assumption that I haven't noticed basic gameplay issues, nor with the assumption that the only force that you will ever have to protect against are pirates, which by the way, by late game, 2 or 3 size 300 ships will not be adequate for. quote:
ORIGINAL: turtlefang As far as building cruisers the same size as capital ships, reread my post. I use that class for deep raiding and design them differently. It is convenient to use the cruiser class for that purpose and the capital ship class for another. It makes it easier to retrofit and upgrade. And yet you consistently fail to reason why yo would make cruisers close to as large as possible as opposed to as large as possible except for role playing reasons. Roleplaying is fine, passing them off as effective decision making is not. quote:
ORIGINAL: turtlefang Re escorting. Yes, I know that freighters can only be attack in system. But I also know that I don't have a spaceport in every system so I need escorts for those systems where I don't have spaceports. Not really hard to understand as I don't want to assign a ship guard to every mining station - or potential trading location. It is not economical. So escorting is useful. In general, one escort for every three to four mining stations will decrease freighter losses substantially. Escorting is rarely useful, as most time is spent in hyperspace, where the ships cannot be attacked anyways. Costructor ships are few enough that you can guard in system patrolling, or if by escorting, there are few enough that you wouldn't want to use many smaller ships to escort each constructor ship. quote:
ORIGINAL: turtlefang And economically, your better off by protecting these freighters. The protection more than out weights the "freighter loss replacement benefit" when the private sector buys a new freighter to replace the loss. Nearly always, the loss in revenue from transporting and selling resources at spaceports is greater than the purchase price of a new freighter due to the delay in getting the freighter PLUS the time in making it first round trip. You actually benefit TWICE from resources mined. Once when the freighter picks them up from the mining station commerce center, once from the commerce center of the spaceport when they are sold. This more than makes up for the freighter replacement cost and covers the overhead of the escorts. Economically,you are better off not escorting those freighters, safe up the fuel and maintenance costs for ships elsewhere, increase combat cost efficiency by not assigning ship uselessly. No idea why you are talking about the benefits frieghters can bring, as if I ever said that they were not. You beneifit from frieghters without wasting resources by escorting them. quote:
ORIGINAL: turtlefang And if you replace those escorts with, say, with a 1000 pt ship, the economics doesn't work out as well. You then have a smaller economy overall. And if you don't escort, you have a smaller economy overall. So yes, escorting actually pays off. And it pays off rather well. And that payoff actually INCREASES as the galactic population increases and the demand for goods goes up. Either the number of units of each good sold is increased or the price goes up. Either way, you win. The game has a built in inflation model in the economy until major war breaks out and trade breaks down. And then, you will need the resources to rebuild your fleets. Which means, you still need the freighters but even more raiders appear to attack them. The problem is that you either left ship production automated, or ship automaton on or something. I don't, and is using my resources and protect my economy far more efficiently than you. You argue that if escort, then that size is effective, I argue that there is no need for escorting, therefore I your argument is invalid. quote:
ORIGINAL: turtlefang The game's only partially about combat. The bigger side of the game is economics to pay for the stuff that is fun - ships, troops, colonies, and all the rest. And you have to understand what drives the economy. Claiming only big ships work best in all cases doesn't maximize your economy. So that is why you bother to make multiple size ships and why different sizes have different roles. As the FBI says, follow the money. Snide remark to imply that I don't understand the economical side the the game at all, because I can articulate clearly about "fun" combat. I never claimed big ships work best for all cases, if you bothered to read my posts, only that for ships intended for combat, which are your ship designs we were discussing. As the I say, I am Plant.
|