How do you design your exploration ships?

The Galaxy Lives On! Distant Worlds, the critically acclaimed 4X space strategy game is back with a brand new 64-bit engine, 3D graphics and a polished interface to begin an epic new Distant Worlds series with Distant Worlds 2. Distant Worlds 2 is a vast, pausable real-time 4X space strategy game. Experience the full depth and detail of turn-based strategy, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.

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zebanovich
Posts: 87
Joined: Fri Dec 07, 2018 12:46 am

How do you design your exploration ships?

Post by zebanovich »

I have taken some time to learn about how exploration works because it was so confusing to me:
https://www.youtube.com/watch?v=YxXtByR6R_U
https://www.youtube.com/watch?v=adY3TWbgXes
https://www.matrixgames.com/forums/view ... ?p=4899059

But I still have one unresolved question,
explorations ships have only 2 green slots, for best results I fit them with survey module and resource scanner, but what about sensor? does exploration ship need a sensor?

problem is that if it does then there is no space for it, however it can be put on the ship only if either survey module or resource scanner is not used.

Thus an exploration ship can be any combination of the 3 possibilities:
1. resource scanner + survey module
2. resource scanner + sensor
3. survey module + sensor

Which one is the best setup according to you and why?
Jorgen_CAB
Posts: 861
Joined: Wed Mar 17, 2010 7:53 pm

Re: How do you design your exploration ships?

Post by Jorgen_CAB »

They don't need sensors other than survey or resource scanners... they will see whatever is close in the same location anyway.

I never use the larger survey hulls either, that just make them more expensive... the starting one is just fine. Keep them cheap and plentiful is key.

No weapons and just a shield and one armour for defence... set them to retreat when a threat is nearby and you will rarely loose any explorers to an enemy or creature.

In fact NO civilian ships need to have any sensors what so ever or any weapons. Just set them to avoid anything nearby and you will loose a minimal number if civilian ships. Only add sensors and weapons if they have any space left over for some reason which they rarely should. More weight also mean less thrust speed... speed is important for civilian ships to dock with spaceports.
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zebanovich
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Re: How do you design your exploration ships?

Post by zebanovich »

Makes sense, now my sub question is, when and on what designs and for what purpose should we install sensor on any ship?

To me it seems like sensors are only important for player if he is commanding a ship manually (so that you can see surroundings), but what purpose of a sensor is there for an automated ship?
Cubano
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Joined: Wed Jul 07, 2004 8:25 pm
Location: United States

Re: How do you design your exploration ships?

Post by Cubano »

Check out Scott's guide to sensors:

https://www.youtube.com/watch?v=DZqG0O3 ... e=youtu.be
Jorgen_CAB
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Joined: Wed Mar 17, 2010 7:53 pm

Re: How do you design your exploration ships?

Post by Jorgen_CAB »

When it comes to sensors I only add something like a long range sensor to a specific command ship design for each type of fleet or a short range sensor for smaller fleets. You don't need these sensors in more than one ship per fleet.
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zebanovich
Posts: 87
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Re: How do you design your exploration ships?

Post by zebanovich »

Thank you guys, very useful info!
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