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Early skirmishers Sat, 02 July 2011 15:16 Go to previous message
Void is currently offline Void

 
Ensign

Messages: 369
Registered: January 2011
Location: California, GMT -7
It's very early game - first 20 years, max - and you're pushing outwards to define your territory. What ships do you use to ensure your colonising/replenishing fleets arrive safely and to engage the errant enemy scout, coloniser, or transport? I'm not looking to attack planets with these; just engage ships.

Here are some obvious choices. When would you use each? How would you configure them? When would you stop using one and start using another?

Scout
======

Scouts don't seem to be useful for much of anything from a warship standpoint. They're too slow to even reach a target, and even if they do, only a light, unshielded ship could possibly succumb.

Destroyer
==========

Early DDs look great for escorting colonising/replenishing fleets (both from a fuel and defense perspective). Whether weapons tech is at 0 (laser), 3 (x-ray), or 6 (Yak), a destroyer's 200dp of armor makes it robust and it's fairly configurable.

Question: Do you normally place two or three beams on a DD hull? If two, what do you put in the GP slot? What about

Question: At what weapons tech do you normally starting building up Construction in order to get to frigates and cruisers?

Frigate
========

With any kind of energy tech these are cheaper to produce than DDs and offer the same firepower (albeit less dp).

Questions: Are Yaks effective? Are Bazooka's best? Are Colloidals' better range worth the cost on a FF?

Other - What other hulls do/can people use in the very early game?

Cheers,
Void

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