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Old March 19th, 2002, 01:43 PM
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Default Re: Ship Designs for Stock Game?

It also depends on your racial traits and overall strategy. For example, I like to create a race with a high defensive modifer, then pump research into ECM, armour and fleet/ ship training facilities.

A highly trained, fleeted frigate with max ECM, stealth & scattering armour and a high racial comabat bonus won't have much room for firepower (1 Meson bLaster or 1 ripper beam) but it's pretty much unhittable with direct fire weapons - even fighters will have a hard time. Build a few with PDC instead of offensive weapons as well and keep them in a tight formation and you won't have to worry about seekers either. Mix in a few larger, heavily armoured ships with shield skipping weapons to soften up the enemy and you'll have a pretty formidable combination.

If, on the other hand, you've spent your points on crystal tech, you'll probably tend to lean toward larger hulls, to benefit from the crystal armour / shield combination effects.
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Old March 20th, 2002, 02:04 AM
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Default Re: Ship Designs for Stock Game?

Oops, thanks Dogscoff, I forgot about the importance of ship and fleet training facilities -these are a must.

And just to confuse NVK even more, we will then start getting into the realms of formation and strategy!
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Old March 20th, 2002, 02:48 AM
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Default Re: Ship Designs for Stock Game?

Perhaps the best place to start would be with an Evolutionary Ship Design method:
- Use the biggest hull availiable, up to Battlecruiser.
- Add Bridge/Lifesupport/Crew Quarters
- Add as many engines as you can, then try a solar sail if you've got one.
- Divide the remaining space at about 50%/50% into offensive and defensive components.
- copy the design, and tweak it a bit, however you like.
- Open the in-game simulator, and play two or three tactical combats on auto.
- If possible, test your two designs against an enemy craft.
- Delete the loser design, copy and tweak the winner design.
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