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Post by sss383 on May 29, 2011 9:29:39 GMT -5
I couldn't find this information confirmed for sure anywhere and the forum seems slow, so I have a couple questions regarding sails and engines.
Does anyone know whether you get advantages from having (greater than or equal to) 20,30 engines/sails or is it only for (greater than) 20,30 engines?
Also, which world actions benefit from having a greater number of engines?
Thanks everyone
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Post by sss383 on May 30, 2011 21:24:06 GMT -5
OK it seems to be greater than or equal to. I dont mind if this thread is deleted since it doesn't seem to be beneficial.
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Post by slayernz on May 30, 2011 22:51:14 GMT -5
Sorry for the lack of response. You definitely get more benefits with greater numbers of sails and engines. You get a decided boost to efficiency at 20 and at 30 though.
So more sails = less fuel consumption. Also more sails compared to hull size equates to more efficient travel as well. There's a large list of other attributes make a difference to overall efficiency in other threads.
More engines = better landings, greater ability at closing/creating distance in space encounters, etc. The engines don't just help with propulsion, but also power your weapons and other systems too.
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Post by rebelappliance on Jun 2, 2011 16:26:15 GMT -5
Both engines and sails help with fuel consumption. There is quite a noticeable difference between 20 and 30, but I also believe that individual numbers help as well. Take for example I bump up my 30 sails to 37. Even if I lose a sail or two or five I'm still over the 30 bonus mark. I've also a noticed a difference in fuel consumption increases as you damage more and more sails during your flight.
Engines affect guns, sails affect torps. I haven't recorded any data for this so I'm not sure if it adds damage or accuracy but a spike in one does seem to make its corresponding weapon more effective. Engines also play a role in fuel consumption too.
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Post by slayernz on Jun 2, 2011 17:33:29 GMT -5
I've noticed though that the game does penalize you on the number of damaged sails, regardless of the total remaining sails you have duct-taped to your hull. For example, if you had 37 sails total and lost 5, your ship would be waaaay less efficient than if you had 32 sails out of 32.
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Post by Cory Trese on Jun 2, 2011 20:10:13 GMT -5
- Number of Engines/Sails - Any Damage - Percent Damage - Count of Sails - Ratio of Sails to Hull/Skill - Various Modifiers in Orbit vs. Deep Space, Green vs Red
You guys are correct in this thread. Keeping your stuff at 100% makes it operate better. In fact 32/32 sails is a lot better than 35/38.
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Post by slayernz on Jun 2, 2011 20:12:03 GMT -5
When you get down to only a couple of sails left, you need to get all of your crew outside the ship to push it along.
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Post by Cory Trese on Jun 2, 2011 20:48:24 GMT -5
demoralized sailors crawling out into the void of space on adamantium mast struts ... stringing scraps of solar coil and plank into alignment with the void engines.
cross your fingers that you aren't assigned duty on the outside edge of the front spur ... by far the most dangerous position. morale on a damaged ship is hard to keep up ... because daily straws are drawn for a duty that spells near certain death.
have you heard these statistics?
Average Time of Survival for De Valtos Flagship Crew: 15 weeks
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Post by slayernz on Jun 2, 2011 20:58:47 GMT -5
Oh that is a great challenge. I'm now going to set out to maintain a lower average than that. As a Javat explorer starting out, you can almost get it down to an average of 3 - 4 weeks if you time it right
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Post by that1guy on Jun 2, 2011 21:26:34 GMT -5
Well you can't blame me for attacking them. Those De Valtos flagships are just so tempting.
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Post by slayernz on Jun 2, 2011 21:29:07 GMT -5
Well the Da Valtos ... they're mobsters not pilots. Give them tommy guns and unfair numbers, and they'll thrive, but one on one, they're all bluster.
Still, I have often looked at my pillow in the morning to see if there is a horse-head nebula floating there.
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