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Post by Deleted on Nov 20, 2014 17:15:59 GMT -5
@starfixer A ship with 8 guns in the ship materials will be more accurate and have a higher average damage than a ship with 3 guns in ship materials. The same goes for the captain skills. The game even states this within the ship designer. The ship designer used to have it mentioned stating that any ship material scores under 3 will provide a penalty. For ship design, an allocation of 0, 1, and or 2 for gun decks, torpedo bays, evasion, shielding and sensor will all be below "average" for those actions or affects. Examples: A ship with 0 gun decks can have a set of guns added, however it is unlikely that said design will actually hit anything using a gun. A ship with 0 sensor will have no sensor range and will usually give you horrible or bad outcomes from exploring anomalies. A ship with 0 evasion will invariably get hit every time. A ship with 0 shielding will take increased damage when using invasion and when getting hit by Xeno torpedo attacks. A ship with 0 torpedo bays will likely never hit when firing torpedoes. Ships with 3 points allocated to locations of ship materials will have a 0 modifier for attack, defense, explore, and damage reduction rolls. Ships with 4 or more points allocated to ship material locations will receive a bonus to attack, defense, explore and damage reduction rolls. For sensor, the range that the ship can "see" is dictated by the sensor in ship materials. With 3 being the baseline average allowing a ship to "see" 3 tiles of distance around the ship itself. Captain skills also play a roll in the effectiveness of the ship for a given task. A repair ship with a captain having a high repair skill will fix more damage to a "wounded" fighter than an identical ship with a captain having a lower repair skill. I hope this clarifies things. I know that sometimes I am not explicitly clear when I try to explain something, and the message might get garbled. If you need anymore information or advice in this regard, please let me know, or anyone else in this thread as AA and En1gma both seem to be able to explain easily also. Thanks. How do you know so much about 4x anyway?
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vylox
Consul
Colonial Minister of Clan Javat.
Posts: 89
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Post by vylox on Nov 21, 2014 14:40:23 GMT -5
@starfixer Every game that I like or enjoy, I tend to play until I figure out as much as I can. And then play some more until I excel at said game. I will play and try out things, I will ask questions and research to achieve a greater understanding of that game. Plus I have a pretty solid memory ;>
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Post by Deleted on Nov 22, 2014 4:34:43 GMT -5
@starfixer Every game that I like or enjoy, I tend to play until I figure out as much as I can. And then play some more until I excel at said game. I will play and try out things, I will ask questions and research to achieve a greater understanding of that game. Plus I have a pretty solid memory ;> Sounds like me and Star Traders RPG.
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AA
Templar
Torps away!
Posts: 1,382
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Post by AA on Nov 22, 2014 4:37:15 GMT -5
And me on star traders and star traders 4X
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Post by khamya9 on Dec 4, 2014 13:34:52 GMT -5
Vylox, what numbers do you aim for on your combat ships? Captain + ship + weapon + any bridges/aux etc.?
I never seem to hit as hard as the ai, but I win via higher HP and focused fire. I'm curious what you find as "high enough" to work.
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Post by Deleted on Dec 4, 2014 21:30:02 GMT -5
Vylox, what numbers do you aim for on your combat ships? Captain + ship + weapon + any bridges/aux etc.? I never seem to hit as hard as the ai, but I win via higher HP and focused fire. I'm curious what you find as "high enough" to work. You like to beef up defense. That's an interesting strategy. I prefer to rank up my attack damage as high as possible, and win by destroying the enemy before it can do anything. However, this has become problematic when lots of xeno ships come at me at once. There's a high-end cladding upgrade you unlock at the end that provides +25 armor, +1 evade, +2 stealth, +4 damage and +1 torpedo, giving both damage and defense. I think it would be just up your ally.
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AA
Templar
Torps away!
Posts: 1,382
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Post by AA on Dec 4, 2014 23:26:07 GMT -5
And i up durability to max then up damage as high as i can get it. I've successfully gotten 500 hull AND 50+ damage
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Post by Deleted on Dec 4, 2014 23:57:40 GMT -5
And i up durability to max then up damage as high as i can get it. I've successfully gotten 500 hull AND 50+ damage Overall, I feel armor is more important than hull. Otherwise you end up taking more damage, and it takes longer to repair, requiring more reapir points. With more armor, you take less damage per turn and hence you need less time to repair, requiring less repair points. I feel like the most important is evasion, stealth and pilot however, as not getting hit at all is optimal. The problem is that many of the major evasion upgrades (cladding, propulsion) only belong to fast and normal ships, not heavy ships. As a result, you can't get a ship with lots of evasion AND armor because the reactor won't allow the mass. I guess it's more balanced that way.
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Post by khamya9 on Dec 8, 2014 15:53:22 GMT -5
And i up durability to max then up damage as high as i can get it. I've successfully gotten 500 hull AND 50+ damage Overall, I feel armor is more important than hull. Otherwise you end up taking more damage, and it takes longer to repair, requiring more reapir points. With more armor, you take less damage per turn and hence you need less time to repair, requiring less repair points. I feel like the most important is evasion, stealth and pilot however, as not getting hit at all is optimal. The problem is that many of the major evasion upgrades (cladding, propulsion) only belong to fast and normal ships, not heavy ships. As a result, you can't get a ship with lots of evasion AND armor because the reactor won't allow the mass. I guess it's more balanced that way. I haven't seen armor do much of anything worthwhile. I made some ships with zero armor and some with ten. The difference in damage when hit averaged only two points (spread of 11 to 28 avg 17 with no armor, spread of 9 to 28 avg of 15 with 10 armor). Against the same level 2 ai ships. Since then I just leave all armor off all my ships, run 4 durability 3 shielding and 6ish evade. Dump the rest in offence. Having three ships with no armor seems to work better than two ships with armor and costs vastly less money per turn (side note, holy cr##% armor is expensive). It also means you could add a bigger gun to the ships, since at no point does it seem possible to have a reactor with enough capacity for both decent armor and decent guns on the same ship. And that's not counting aux systems which will cripple both armor and weapons further.
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Post by Deleted on Dec 8, 2014 17:05:31 GMT -5
Overall, I feel armor is more important than hull. Otherwise you end up taking more damage, and it takes longer to repair, requiring more reapir points. With more armor, you take less damage per turn and hence you need less time to repair, requiring less repair points. I feel like the most important is evasion, stealth and pilot however, as not getting hit at all is optimal. The problem is that many of the major evasion upgrades (cladding, propulsion) only belong to fast and normal ships, not heavy ships. As a result, you can't get a ship with lots of evasion AND armor because the reactor won't allow the mass. I guess it's more balanced that way. I haven't seen armor do much of anything worthwhile. I made some ships with zero armor and some with ten. The difference in damage when hit averaged only two points (spread of 11 to 28 avg 17 with no armor, spread of 9 to 28 avg of 15 with 10 armor). Against the same level 2 ai ships. Since then I just leave all armor off all my ships, run 4 durability 3 shielding and 6ish evade. Dump the rest in offence. Having three ships with no armor seems to work better than two ships with armor and costs vastly less money per turn (side note, holy cr##% armor is expensive). It also means you could add a bigger gun to the ships, since at no point does it seem possible to have a reactor with enough capacity for both decent armor and decent guns on the same ship. And that's not counting aux systems which will cripple both armor and weapons further. I've certainly noticed a difference, especially with armored hulls combined with more radiation shielding. And with heavy ships, it's easy to get both powerful weapons and high armor values.
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Post by khamya9 on Dec 8, 2014 18:17:41 GMT -5
What's a good level 3 or 4 build you like/use often?
A fighter that's won me multiple games is this one: ,...................................................... Level 4 Fast reactor 7 Captain: Gun4 Pilot 3 SteLth 2 Repair 3
Ship: Gun 8 Durability 4 Shield 3 Evasion 6 Sensor 4
Weapons; VM whirlwind Mk ii Black Rock system (optional)
Enhanced duranium cladding (optional)
Titan crew (optional)
Barrage and heavy barrage ..................................................
Without the optional system for fast production if losing ground, make a few with optionals to beef up survivability if you have cash to burn. Haven't seen any ai defeat these up through level 5 ships. Never had an ai survive long enough for them or me to make level 6s. So my only e_patience with the heavy reactors is seeing them in the tech tree as something far down the line.
What's one of your armored ships look like?
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Post by Deleted on Dec 8, 2014 21:15:41 GMT -5
What's a good level 3 or 4 build you like/use often? A fighter that's won me multiple games is this one: ,...................................................... Level 4 Fast reactor 7 Captain: Gun4 Pilot 3 SteLth 2 Repair 3 Ship: Gun 8 Durability 4 Shield 3 Evasion 6 Sensor 4 Weapons; VM whirlwind Mk ii Black Rock system (optional) Enhanced duranium cladding (optional) Titan crew (optional) Barrage and heavy barrage .................................................. Without the optional system for fast production if losing ground, make a few with optionals to beef up survivability if you have cash to burn. Haven't seen any ai defeat these up through level 5 ships. Never had an ai survive long enough for them or me to make level 6s. So my only e_patience with the heavy reactors is seeing them in the tech tree as something far down the line. What's one of your armored ships look like? I unlocked fast reactors 18 so my build would of course be completely different.
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Post by khamya9 on Dec 8, 2014 22:47:28 GMT -5
That's why I asked for something you use in the level 3 or 4 ship range.
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Post by Dadstheman on Jan 5, 2016 18:16:08 GMT -5
Hi. This is probably the stupid question of the week, but how do I get my hands on a ship once I've designed it? Done it twice now, saved the design and.... Can't find it anywhere. Obviously some basic mistake on my part.
Thanks.
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Post by elwoodps on Jan 5, 2016 19:49:13 GMT -5
Hi. This is probably the stupid question of the week, but how do I get my hands on a ship once I've designed it? Done it twice now, saved the design and.... Can't find it anywhere. Obviously some basic mistake on my part. Thanks. Hi Dadstheman, Once you've designed a ship, in order to get one you still have to build it at one of your colonies. Here's how it's done: Go to the main screen of the colony you've chosen to build the ship. Tap the round button labeled NEW SHIP on the left side of the screen. This will take you to the SELECT NEW SHIP screen. Scroll down the list until you see your design, and tap it once to select it. Now if you have sufficient funds you can tap the BUY button, and when you return to the main colony screen you'll see it in the BUILD QUEUE. And BTW, welcome to the Forums. I strongly encourage you register! It's a great community full of helpful folks, and it's free.
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