Addicted after 24 hours, many questions
Posted: Wed May 28, 2014 4:01 pm
Have played this a ton since getting it yesterday, really enjoying it. I have a bunch of questions though I'm wondering if people can help with. Here's what I've compiled so far:
some questions:
What is the relationship between troops and troop modules on troop carriers. Is it 1 to 1?
# of docking bays == # of ships that can dock simultaneously regardless of size?
on miners, is there a benefit to adding more mining components? Is there a point where it no longer helps?
What about passenger liners. How many passenger modules should they have?
Ship crews don’t gain experience right, only captains? Would be cool if they did.
Why do fleets set to a range of system sometimes launch way outside the system?
Your military rating seems to directly relate to ‘firepower’. Since Fighters don’t reflect firepower (or assault pods) does this make you look unrealistically weak to enemies? Would be nice if the rating included these so I can better compare my strength to others.
If a carrier has only fighters and no weapons and is set to stand off, what does it do?
Is there a way to see weapon range on the game screen? Hard to tell how far ships can actually shoot.
How important is it to micromanage fighters? I have researched torpedo bombers and interceptors at 2+ levels. Will the carriers automatically build a mix? When I go to ‘upgrade’ the fighters they always seem to be the latest versions.
I had an AI race invade one of my planets without declaring war or damaging our relations (which were good between myself and them). I had to declare on them hurting my reputation. Is this a bug?
Is there ever any benefit for going for many small ships over fewer large ones?
If I have multiple build operations going on competing for resources is there a way to prioritize them (for example so that mining bases of a needed resource get the needed construction resources first)
some questions:
What is the relationship between troops and troop modules on troop carriers. Is it 1 to 1?
# of docking bays == # of ships that can dock simultaneously regardless of size?
on miners, is there a benefit to adding more mining components? Is there a point where it no longer helps?
What about passenger liners. How many passenger modules should they have?
Ship crews don’t gain experience right, only captains? Would be cool if they did.
Why do fleets set to a range of system sometimes launch way outside the system?
Your military rating seems to directly relate to ‘firepower’. Since Fighters don’t reflect firepower (or assault pods) does this make you look unrealistically weak to enemies? Would be nice if the rating included these so I can better compare my strength to others.
If a carrier has only fighters and no weapons and is set to stand off, what does it do?
Is there a way to see weapon range on the game screen? Hard to tell how far ships can actually shoot.
How important is it to micromanage fighters? I have researched torpedo bombers and interceptors at 2+ levels. Will the carriers automatically build a mix? When I go to ‘upgrade’ the fighters they always seem to be the latest versions.
I had an AI race invade one of my planets without declaring war or damaging our relations (which were good between myself and them). I had to declare on them hurting my reputation. Is this a bug?
Is there ever any benefit for going for many small ships over fewer large ones?
If I have multiple build operations going on competing for resources is there a way to prioritize them (for example so that mining bases of a needed resource get the needed construction resources first)