.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

The Falklands War: 1982- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old August 29th, 2000, 08:59 PM

Paladin Paladin is offline
Private
 
Join Date: Aug 2000
Location: LavalUniversity, Quebec, Canada
Posts: 26
Thanks: 0
Thanked 0 Times in 0 Posts
Paladin is on a distinguished road
Default Re: Ship roles (division of labor)

I prefer to have a single cargo compartment... Even if transporting population in them is a bit pushy, it is so much simpler taht way... Besides, a container is a container, wether it holds people&LifeSupport, or guns, or Fighters, or etc.
It is logical that any ship capable of landing on a planet can act as a troop-dropping hauler, but not as efficiently... The same goes for Transports who launch fighters, they should not be as (more?) efficient that dedicated carriers...

(What is even stranger is that a single troop-loaded ship could capture a planet by itself...;-)
__________________
Redemption is our goal...
B ))
Reply With Quote
  #2  
Old August 31st, 2000, 02:48 AM
Instar's Avatar

Instar Instar is offline
Major
 
Join Date: Aug 2000
Posts: 1,246
Thanks: 0
Thanked 0 Times in 0 Posts
Instar is on a distinguished road
Default Re: Ship roles (division of labor)

Those are the basic types of ships, yeah. I have some specialized ones I like to use though.
Recon For recon and intel, I make a small ship with the best sensors and stuff and put a really good cloak on it. It usually has a QR.
Missile I design a ship that has max engines plus a solar sail and give it a good source of supplies (maybe a reactor). The rest of the space is for armor and warheads. Then you have to give it the Kamikaze strategy. It works really well for surgical strikes (It is usually very powerful, three warheads is about 900 damage)
__________________
When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
Reply With Quote
  #3  
Old September 1st, 2000, 06:47 AM

jars_u jars_u is offline
Sergeant
 
Join Date: Jan 2000
Location: behind the keyboard
Posts: 225
Thanks: 0
Thanked 0 Times in 0 Posts
jars_u is on a distinguished road
Default Re: Ship roles (division of labor)

quote:
Originally posted by Instar:
I make a small ship with the best sensors and stuff and put a really good cloak on it. It usually has a QR.
Missile I design a ship that has max engines plus a solar sail and give it a good source of supplies )



I thought cloaking devices were only in the full Version of the game? Even with all the tech levels turned on I have not seen them in the demo, nor have I seen "solar sails" what are those? Am I overlooking something or are you playing a beta game?

Jim

Reply With Quote
  #4  
Old September 1st, 2000, 04:23 PM
Master Belisarius's Avatar

Master Belisarius Master Belisarius is offline
Colonel
 
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
Master Belisarius is on a distinguished road
Default Re: Ship roles (division of labor)

Yea... Instar is a lucky beta tester.
Reply With Quote
  #5  
Old September 1st, 2000, 06:53 PM

Paladin Paladin is offline
Private
 
Join Date: Aug 2000
Location: LavalUniversity, Quebec, Canada
Posts: 26
Thanks: 0
Thanked 0 Times in 0 Posts
Paladin is on a distinguished road
Default Re: Ship roles (division of labor)

I beleive the solar sails are the "solar Collectors", you get those in the demo by researching Solar Harnesting...

It's great fun to scout around with my Solar-powered, LongRange scanning, EngineBoosted little Escort. I really love the utility of long range scanners, to get info prior to attack or to study ennemy ships... ;-)
__________________
Redemption is our goal...
B ))
Reply With Quote
  #6  
Old September 1st, 2000, 07:05 PM

Jeb Jeb is offline
Private
 
Join Date: Aug 2000
Posts: 39
Thanks: 0
Thanked 0 Times in 0 Posts
Jeb is on a distinguished road
Default Re: Ship roles (division of labor)

Actually, I think solar sails are different from solar collectors. I'm pretty sure I read a post from a beta tester about how solar sails give a bonus to strategic movement, but not movement on the tactical map. Maybe Instar or somebody could confirm this.

I noticed a component pictured in the screenshots included with the preview over at Gibworld that I haven't seen before. Is this the fabled solar sail? If not, what is it?
Reply With Quote
  #7  
Old September 2nd, 2000, 07:04 AM

jars_u jars_u is offline
Sergeant
 
Join Date: Jan 2000
Location: behind the keyboard
Posts: 225
Thanks: 0
Thanked 0 Times in 0 Posts
jars_u is on a distinguished road
Default Re: Ship roles (division of labor)

Yes I thought the solar collectors were just for re-stocking your ships supplies. But, it that vein does anyone think that the ? "supply-reactor" device doohkie thing is a bit too strong at least in the demo. You would research cargo storage ? to the 4th level to get it and that gives you unlimited supplies but even the best solar collectors in a system with a bunch of stars can not re-stock a ship quickly. That and the fact that the collectors take up so much more room in ship design. Just some idle thoughts.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:07 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.