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Booster usage and random Sat, 06 October 2007 14:07 Go to next message
knightpraetor is currently offline knightpraetor

 
Chief Warrant Officer 1

Messages: 154
Registered: October 2006
1. SO i'm playing an AR with NRSE and no IFE...is it still worthwhile to use booster ships for fuel? even if the booster ship itself will need some fuel to get back?

and if so, what design should i use..scouts with fuel tank? and best engine i can get? or just stay with the first engine and only boost at like warp 7 or so

2. Also, are torps much use until the cruiser era? it just feels like beta torp destroyers and frigates aren't that useful.

3.so because of the resource formula it's useful to colonize yellows and reds..but the thing is...should i wait till my HW pop hits at least 250k first?

actually...wih the resources working the way they do..should i just maximally spread my population rather than waiting till 25-33% capacity?

4. Also, is it worth waiting for large freighters instead of medium ones if you haven't hit capacity yet? because with no acc BBS start i can get them before it becomes a problem

5. early turns are you better off researching or pumping out pintas to at least minimally colonize every green you see?

6. For the empty construction queue bug..if i have my planets set to default autoterraform to max..when that runs out will the bug occur or will i be getting resources then.



[Updated on: Sat, 06 October 2007 16:43]

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Re: Booster usage and random Sun, 07 October 2007 11:08 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
1. It's not just worthwhile, it's essential. Scout and fuel tank is a good start. Boost at warp9/warp8 - try to get your colonists to destination in minimum time. Sooner they arrive, the sooner they start growing AND the less time they spend dying as they travel.

2. Torps are great. You (AR) doesn't really have the iron for them though. You need your iron for miners and freighters (and those boosters...)

3. Yes it's worth colonising reds and yellows early (IMO). Just not with much pop. And make sure you ship metal back from them!

4. No. Spread your pop sooner = higher resources. Obviously there's a break even point here, don't spend a fortune on MFs/Privs if you are close to LF.

5. Depends on your race... But generally I try to have colonisers heading to my greens *before* I see them (if I'm 1in4, and there's a cluster of 5 worlds over there... I'll send a coloniser there, timed to arrive just after I scout the last one.)

6. I *think * the bug would occur, but I've never tested and never had the problem... Replace your starter colonies, and you definately won't have the problem, or just clear the queue. But I mean, you want a little firepower on your colonies don't you? Or do you want that WM's armed scout to blow you away accidentally? Smile

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Re: Booster usage and random Mon, 08 October 2007 15:40 Go to previous messageGo to next message
knightpraetor is currently offline knightpraetor

 
Chief Warrant Officer 1

Messages: 154
Registered: October 2006
well, so i guess i should add 3kt of minerals to help build weapons on the new starter colony? should i just throw on some lasers or alpha torps early game? how many is enough

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Re: Booster usage and random Mon, 08 October 2007 18:38 Go to previous message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
I wouldn't waste minerals on alpha torps unless I absolutely had to.

A single beam will be enough to see off anything as trivial as a single armed scout. Don't need to bring any minerals to fight that off Smile

The next upgrade would be make the orbital powerfull enough to deal with a DD with two xrays (typical early pirate ship.) It really depends what you think your opponents are likely to do.

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