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Re: least useful hull Thu, 24 April 2014 10:17 Go to previous messageGo to previous message
Inquisitor80 is currently offline Inquisitor80

 
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Loucipher wrote on Thu, 24 April 2014 08:20

As for the other ship designs that showed up in this discussion, I use them more often, as their use is subject to situational suitability.

Galleons, while being rarely used, are nonetheless useful. It just so happens that many players don't quite have an idea on how to use them. They can act as transports, scanning ships, minelayers, invasion ships, light warships, overcloakers... you name it. Ever wondered why the SS players out there insist on using Rogues? The Galleon gives (almost) the same flexibility, albeit in a bigger, clumsier package that is more expensive. One thing that helps designing Galleon-based ships: think about the purpose. You'll be throwing out quite a lot of minerals and resources - make sure you'll get the bang you wanted for this buck. The best scenario is when you can combine two or more functions in just one package and cut on design slots this way. That's what Inquisitor80 alludes to in his OP - in the light of this, I'm doubly amazed that he doesn't find any serious use for Galleons Smile


It can do all those things but not very well. example, mine laying, i can build a bunch of cheap freighter minelayers for the price of a gallon. gets me more mines. Or Scanning, i can build i don't know how many scouts for the price of a gallon, getting more scan range and flexability. The only time i really make them is for MT interception and for warfleet support, they are tougher than regual freighters and can serve with front line pop/mineral movements. For most of the functions you mention i can think of a better hull, that is probably better at it/cheaper


Loucipher wrote on Thu, 24 April 2014 08:20

As for the "dust-biters" (as I call the remote mining ships) - the idea is simple. Either you have OBRM and pretty much forget them, or you're ARM and you stick to the ARM-granted hulls and robots. That leaves the other "intermediate" hulls and robots largely ignored. Still, if you're neither ARM or OBRM, you can still benefit from RM - sometimes you end up with all green planets having poor concentrations of the most wanted mineral (usually Iron or Germ), and you have to make do with mining fleets. Even if you're OBRM, sometimes you may be forced to pay the hefty cost up front, just to get the minerals you so badly need. After all, are your 1320 mines@1,3kT/y capacity of any use on a planet with all mineral concentrations reduced to 1 by years of wanton excavation?
For me, the decision on using "dust-biters" is simple. If I need them (i.e. have good MCs on reds nearby, and poor MCs on my greens), I go for them, and then I use the best hull/robot combo available at the time. If not - I don't.


you know this is still very intresting, i almost never take OBRM because i like the option of a planet stripping fleet. never occured to me that people would ignore RM. but then i have been out of the loop for 10yrs and have probably forgotten over half of what i knew

Loucipher wrote on Thu, 24 April 2014 08:20

Lastly, expanding on iloverushandledzepp's comment on Colony Ships - you don't need more than one pod per fleet to colonize a planet. Also, if you give Colonize order to a fleet, all ships in that fleet get dismantled for colonization purposes.
For this reason, it pays to keep the good ole' Santa Maria in your design list for longer time (especially if you took IFE and your colonizers are Mizer-equipped). They pack a surprisingly long range, and you can send them together with another fleet of transports (with extra colonists/minerals). You can then give the Colonize order for the colonizer only, and have the other ships simply drop whatever they brought, and return for more. You don't pay an awful lot for a small colonizer, and the rest of the ships can be reused. About the only purpose of having more colony pods per fleet is when you play an AR race - their Orbital Construction Modules double up as bombing pods capable of killing up to 2000 enemy colonists per pod (modified by standard defences cover
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- Inquisitor80
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We must move forwards not backwards, upwards not forwards, and always twirling, twirling, twirling toward freedom.

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