Hull Classes, am I missing anything?

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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MichaelJ007
Posts: 108
Joined: Fri Mar 18, 2022 8:43 pm

Hull Classes, am I missing anything?

Post by MichaelJ007 »

I've seen very few bonuses associated with hull type/size. Does ship size matter at all? For anything? I occasionally see a hull bonus like 5% shield recharge rate. But other than overall speed and acceleration, or how much stuff you can mount, does hull size or class matter?
Jorgen_CAB
Posts: 860
Joined: Wed Mar 17, 2010 7:53 pm

Re: Hull Classes, am I missing anything?

Post by Jorgen_CAB »

Different hulls have quite different amount of slots for components of different types. They also have as you realized different integral bonuses that make them different from each other. They also have different layouts of weapons possible weapons components as well.

Aside from this both small and large ship is important as they fill different roles in combat. Smaller ships can easily make an opponent divide their fire on multiple targets as they are faster and more nimble than larger ships, larger ships pack more firepower in general.

They all have at least some different capabilities that is important and make them distinct from each other aside from their size.
Joram
Posts: 3206
Joined: Fri Jul 15, 2005 5:40 am

Re: Hull Classes, am I missing anything?

Post by Joram »

Edited this as wanted to make sure was answering the right question. The lowest tech in a class is the smallest hull size and as well as least specialized for that task and then as you research different variations which AFAIK are always larger. I don't think you're asking about say size differences between say frigates and destroyers.

Size does matter because it translates into holding more or bigger things. In addition the different subtypes, or hulls, within a class have both a different bonus as well as different, albeit often slightly, slots for holding things In theory you could use those bonuses and slots for different roles within a class and min/max each one.

In practice though, since the AI doesn't know how to define an upgrade paths based on these subtypes, it's an exercise in frustration as your hard work will quickly be lost. Unless you like to micromanage all ship designs and upgrades. Then you might just be in heaven!
Jorgen_CAB
Posts: 860
Joined: Wed Mar 17, 2010 7:53 pm

Re: Hull Classes, am I missing anything?

Post by Jorgen_CAB »

Joram wrote: Mon May 09, 2022 11:36 pm Edited this as wanted to make sure was answering the right question. The lowest tech in a class is the smallest hull size and as well as least specialized for that task and then as you research different variations which AFAIK are always larger. I don't think you're asking about say size differences between say frigates and destroyers.

Size does matter because it translates into holding more or bigger things. In addition the different subtypes, or hulls, within a class have both a different bonus as well as different, albeit often slightly, slots for holding things In theory you could use those bonuses and slots for different roles within a class and min/max each one.

In practice though, since the AI doesn't know how to define an upgrade paths based on these subtypes, it's an exercise in frustration as your hard work will quickly be lost. Unless you like to micromanage all ship designs and upgrades. Then you might just be in heaven!
Yes... I already complained about this before the games release that we can't just set upgrade paths for our designs. The AI might just have one ship of every class but I don't understand why we can't have several different types of frigates in our fleets and allow the AI to handle automatic upgrades, it makes very little sense to me.

We can do it manually but that is as you say a nightmare in a large empire.
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