Why multiple cargo bays on spaceports and defensive bases?
Posted: Wed Jun 07, 2023 9:32 am
Why have the auto designs for spaceports and defensive bases multiple cargo bays?
What are the benefits?
What are the benefits?
What's your Strategy?
https://forums.matrixgames.com:443/
No... you don't need cargo bays for any of that. A space station over a colony share the storage that is on the planet so it is infinite. You also don't need resources to build fighters either.Clux wrote: Sat Jun 17, 2023 2:39 pm Spaceports need several cargo bays in order to store goods, either to make the trade between the planet/colony and the spaceships faster/easier or to have enough materials stockpile to produce new ships.
Defensive bases also require a bit of cargo bays in order to have an stockpile to keep producing fighters/bombers.
For practical purposes it is infinite...iancmtaylor wrote: Sat Jul 08, 2023 1:13 am Erik has mentioned that the colony storage is very large, but not infinite.
Fighters an bombers does not need resources to be build? But the design screen shows resources. I'n my opinion resources should be needed.Jorgen_CAB wrote: Sat Jul 08, 2023 12:41 amClux wrote: Sat Jun 17, 2023 2:39 pm ...
You also don't need resources to build fighters either.
...
Then you'd need to have any ship with a fighter bay carry those materials (assuming the bay itself does the construction, and you won't need separate module for that)... and even then we'd still have a question of fuel: why won't fighters use up ship reserves, as is proper?fruitgnome wrote: Tue Feb 06, 2024 1:50 pmFighters an bombers does not need resources to be build? But the design screen shows resources. I'n my opinion resources should be needed.Jorgen_CAB wrote: Sat Jul 08, 2023 12:41 amClux wrote: Sat Jun 17, 2023 2:39 pm ...
You also don't need resources to build fighters either.
...
While there are enough inconsistent behaviours in the game that adding one more wouldn't make much of a difference, I just don't see the point: is there really a need to put an effort into nerfing defensive use of strikecraft?fruitgnome wrote: Tue Feb 06, 2024 3:30 pm But on bases or at least at colonies it would make sense and it would be no problem.
Sitting on a pile of resources does nothing to performance. It's when that pile is altered in any way, performance starts to degrade. With strike craft requiring materials, not only the game will have to make an extra operation to remove resources from storage, it will eventually lead to an extra freighter (or more likely a few dozen, considering how game handles logistics) moving those resources from somewhere.fruitgnome wrote: Tue Feb 06, 2024 6:52 pm My thought was on late game performance. The biggest empires have almost endless cash, cash flow, bonus income and resources. If there were concepts of shrinking the endless things it would improve late game performance.
Wrong. Keep it simple: count all builded freighters and bombers and multiply pro resources and take them from the colony amount. Less resources and cash overall reduces amount of troops, ships, bases and so on.HugsAndSnuggles wrote: Wed Feb 07, 2024 1:41 pmSitting on a pile of resources does nothing to performance. It's when that pile is altered in any way, performance starts to degrade. With strike craft requiring materials, not only the game will have to make an extra operation to remove resources from storage, it will eventually lead to an extra freighter (or more likely a few dozen, considering how game handles logistics) moving those resources from somewhere.fruitgnome wrote: Tue Feb 06, 2024 6:52 pm My thought was on late game performance. The biggest empires have almost endless cash, cash flow, bonus income and resources. If there were concepts of shrinking the endless things it would improve late game performance.
Right. This I thought for myself once.HugsAndSnuggles wrote: Wed Feb 07, 2024 1:41 pm Now, if you'd group strike craft into squadrons or something (to be processed as a single object) - that would actually improve performance.