Science Cruisers

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

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Warspite3
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Science Cruisers

Post by Warspite3 »

I have noticed labs on ships generate 20k research each while stationary bases/stations labs do 80k each. It still don't seem like a bad idea to sometimes put them on ships too since they are mobile, faster and cheaper to build instead of a full sized star base. In my current game, I made a multi-lab (one lab of each field) science cruiser design named 'New Hope class' and built 4 of them. Seems pretty versatile since they have some decent firepower and defense too. I am using them in a certain sector to help keep pirates away without an additional fleet and at the same time generating some research as a little bonus. I wonder if I find a bonus location and station some type of Laboratory Cruiser on it, if it will still get the bonus? I also want to confirm if they still generate their 20k research if moving since it says in the component info that labs have limited use on moving starships and are normally built into stationary bases for that reason. I noticed that when I moved the ships, in the research screen it still shows 20k on each lab effectively. This leads me to believe that maybe the 20k instead of 80k is the limited use? If so then no matter if the ship is moving and fighting or sitting stationary it will still get the 20k.
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feelotraveller
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RE: Science Cruisers

Post by feelotraveller »

I played around with this a while back. I think you get the bases/ship comparision a bit wrong. Each lab produces 20k (starting tech), it's just that the bases have multiple labs - 4 in the predesigned research facilities.

Ships do not get location research bonuses. That is their big drawback. Personally I think that there should be an option to deploy them (like resupplyships) at bonus locations, but meh it's a small thing. From memory they get the research done whilst moving. But notwithstanding missing the bonuses they are less efficient than bases. I don't build them now.
Fideach
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RE: Science Cruisers

Post by Fideach »

I didn't consider making ships with laps.. that gives me some story\game ideas.
Be interesting if you could run into anomalies that require a "science" ship to investigate and explain.
malkuth74
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RE: Science Cruisers

Post by malkuth74 »

Hmmm sounds like an interesting thing they could do with these ships.. Like tie the ships in with disasters.. Like if you send Science type ship to a disaster you have a higer chance of fixing it or curing it faster.
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James009
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RE: Science Cruisers

Post by James009 »

ORIGINAL: malkuth74

Hmmm sounds like an interesting thing they could do with these ships.. Like tie the ships in with disasters.. Like if you send Science type ship to a disaster you have a higer chance of fixing it or curing it faster.
That'd be cool. Maybe you could also gain R&D from occupied anomalies or get boosts too?

Also, I remember in MOOII I'd have science ships in my fleets for the bonuses they'd give when fighting space aliens, maybe that could be applied here too.
Fideach
Posts: 175
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RE: Science Cruisers

Post by Fideach »

MOOII had that? I didn't know.. I seem to really have missed out on not playing that game. I played MOOIII; wasn't old enough or in the place to know about these type of games when MOOII originally came out. From all I read about it, it sounds like it is way better then the one I played.
Been meaning to buy it from GOG, but wasn't sure if I'd be able to stand the interface on it.
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Locarnus
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RE: Science Cruisers

Post by Locarnus »

ORIGINAL: Fideach

MOOII had that? I didn't know.. I seem to really have missed out on not playing that game. I played MOOIII; wasn't old enough or in the place to know about these type of games when MOOII originally came out. From all I read about it, it sounds like it is way better then the one I played.
Been meaning to buy it from GOG, but wasn't sure if I'd be able to stand the interface on it.

Well, SEV would be the legitimate successor of MoO2, especially considering ship design and diplomacy. So if the graphics of MoO2 are too old for you, you should try SEV, although MoO2 still is MoO2 [&o]
Unfortunately the GUI of SE5 is not userfriendly (remember press "M" for move), but you get used to it. And dont try SE5 withouth the Balance Mod, it just isnt worth it.

(SE5 - Space Empires V)
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Data
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RE: Science Cruisers

Post by Data »

Yes, Fideach, they were called scout labs....man, that was (and still is) a game to define awesomeness.
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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J HG T
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RE: Science Cruisers

Post by J HG T »

+1 on science vessels.
Learn enemy techs by fighting 'em. Save millions of "crash research" credits.
Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."
Fideach
Posts: 175
Joined: Tue Mar 30, 2010 9:14 am

RE: Science Cruisers

Post by Fideach »

ORIGINAL: J HG T

+1 on science vessels.
Learn enemy techs by fighting 'em. Save millions of "crash research" credits.

Why I always wanted the ability to capture and board enemy ships, so I could retire them and gain there tech.
Warspite3
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RE: Science Cruisers

Post by Warspite3 »

Thanks for the clarification. I thought there was a limit to 1 lab type per ship but apparently it's not the case. I just made a design here and if you look in the lower right, it is generating 300k in high tech research. Maybe a vessel like this is not really necessary and I am sure there are much better designs but I will build one of these just for the fun of it. Oh and excuse the Japanese ship name, I just like those kind of names for ships. [:D]

Update: Wait a min, on a second look labs are generating the same amount of research no matter if they are on a ship or base. Each lab is adding 20k and the only limit is size. At least it is showing that in the design screen. So I now wonder if it is exactly the way it says, if the ship moves then it no longer generates research from it's labs but if it is stationary it's as good as any base. So this must be the only difference of labs on ships compared to bases. Now the thought of science cruisers seems even more practical?
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