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August 29th, 2000, 08:59 PM
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Private
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Join Date: Aug 2000
Location: LavalUniversity, Quebec, Canada
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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...;-)
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Redemption is our goal...
B ))
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August 31st, 2000, 02:48 AM
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Major
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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)
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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.
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September 1st, 2000, 06:47 AM
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Sergeant
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Join Date: Jan 2000
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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
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September 1st, 2000, 04:23 PM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
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Re: Ship roles (division of labor)
Yea... Instar is a lucky beta tester.
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September 1st, 2000, 06:53 PM
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Private
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Join Date: Aug 2000
Location: LavalUniversity, Quebec, Canada
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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... ;-)
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September 1st, 2000, 07:05 PM
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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?
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September 2nd, 2000, 07:04 AM
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Sergeant
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Join Date: Jan 2000
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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.
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