RE: Did you know?
Posted: Sun Apr 18, 2010 8:24 am
i would think these forum rankings are based on post count no?
Acceleration isn't dependant on reactor output directly, but you need excess output equal to the maximum draw of the drives on full burn. Otherwise your thrusters don't fire and become useless deadweight that serve no function on your ship. This is an extremely unusual condition, however, since unless your ship is monstrously huge, conventional thrusters pretty much never draw as much power as your hyperdrive.ORIGINAL: Geroj
Did you know that acceleration is based on number of engines and ship mass, but it is also related to reactor output? (without sufficient excess of energy you cant increase acceleration only with engines)
Don't do that with escorts. That pirate thing will murder you.[/b]1. Your escort ships can be much bigger than capitals. That way you can stick with only one class for your main military ship from the beginning of the game and just retrofit to later and bigger designs. You can start with capital with size of 100 or end up with escort with size of 2000.
I set them to fight to the death, otherwise we'll never get those old crappy versions scrapped. Plus, if you set them to run away, they tend to fail their missions, and the entire mass gets confused.6. Give your non-military ships shields and set their orders to evade stronger and standoff weaker enemies and only escape when shields are down to 50% - that way they will not run when it's not really necessary.
I actually only use capitals with 200 size at the beginning.Don't do that with escorts. That pirate thing will murder you.
That way to many can actually die and I don't give private ships any weapons (except miners maybe). I prefer for them to run vs being destroyed that way the cargo is still there and can be delivered if not to original destination then somewhere else.I set them to fight to the death, otherwise we'll never get those old crappy versions scrapped. Plus, if you set them to run away, they tend to fail their missions, and the entire mass gets confused.
Well, SOME die, but most of those who die are badly obsolete. Having them run all the time, however, does nothing to eliminate the tiresome cause of the thing which is making them run. Equipping them with battlecruiser broadsides does.ORIGINAL: Drusek
That way to many can actually die and I don't give private ships any weapons (except miners maybe).
Well, SOME of them do. There's always a bunch of holdouts that for some reason refuse to, and I've seen the same crappy ships that the game started with still in service at the very end. The attrition rate of the obsolete junkers went up significantly when I armed bases with wave-blasters to repel mass-transport-swarms: The old junkers that didn't mount enough shielding to resist tended to get caught and pulverized.ORIGINAL: Drusek
Also private ships do tend to retrofit themselves. Early in game when there were already like 20-30 cargo ships I redesigned all cargo ships (for more cargo space, engines, shields, armor, etc) and suddenly most of the old ones come to my starting planet (only one with (big) spaceport at that time) and started to retrofit themselves - I had pretty long waiting line...
ORIGINAL: Sliverine
i dont think u can build starports without any cargo component for that matter.
Yes it will cost ~1k but I do think it is worth it. When they fix the problem that resort and medical don't work for the planet on other bases than spaceports then we can make even cheaper ones - w/o the construction components.even the smallest starport with med and recreational facilities will cost 1.5k+ and be almost 900 in terms of upkeep...well at least for mine which i designed with 3 shields and armor and no weapons. lol
ORIGINAL: lostsm
hey galactic hero!! you have gone so quiet
was the tip about troop transports and not having to babysit them?
this thread is [X(][:D]