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Post by hissrad on Apr 16, 2015 12:33:32 GMT -5
Are their plans for adding unique ships to the factions that don't have any yet? For example: Thulun has their own version of a Cruiser, maybe Javat could have its own heavily armored carrier?
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Post by Cory Trese on Apr 16, 2015 13:18:54 GMT -5
Yes, there are plans for that in future releases!
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Post by hissrad on Apr 16, 2015 13:31:46 GMT -5
When I'm building ships I like to specialize, Thulun and Cadar focus on cruisers,Javat on heavily armored Carriers, Steel Song and De Valtos on fighters...you get the idea
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Post by Cory Trese on Apr 17, 2015 8:20:35 GMT -5
Do you find any issues forcing De Valtos and Steel Song to carry the bulk of fighter loses? I would think that would cause a lot of political trouble.
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Post by hissrad on Apr 17, 2015 12:55:33 GMT -5
Well I don't usually start building in bulk until I have enough saved that I can take it. Early on I focus on torpedo cruisers with fighter for blocking actions. I suppose it causes problems but there's always problems right? And if I'm careful I don't lose "that" many fighters.
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Post by Officer Genious on Apr 17, 2015 14:00:27 GMT -5
Do you find any issues forcing De Valtos and Steel Song to carry the bulk of fighter loses? I would think that would cause a lot of political trouble. I rarely lose ships in active combat-- I typically demolish when I upgrade to a new fleet. My method of building is mostly defensive, armor-heavy fighters with high guns and a few torp cruisers to soften enemies up, rotating my front fighters to give lightly damaged fighters a chance to recover or get some repairs via carrier. They're largely self-sufficient but mobile enough to flank and give support to other systems when I need them to. As a result, even though I tend to rely almost entirely on two factions for my ships (at least for combat, I might use the third faction as a fuel carrier or repair carrier factory), I rarely have issues where my ships drop like flies on Hard. In fact, the hardest thing for me on Hard is getting a good money pile growing. And dealing with a few poo planets that refuse to go Independent.
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Post by Brutus Aurelius on Apr 17, 2015 15:06:20 GMT -5
I do the same, with a few tweaks here and there. I have all Factions' "Foundry Worlds" produce ships in roughly equal amounts. When I design a significantly improved design (ie new Level, more powerful weapon system or preferred Upgrade for that type of ship) I will demolish any capital ships with less than 5XP and all Fighters that are not needed for active combat or guarding worlds that are far from Foundries.
I try to make all of my ships as survivable as possible, and the new Multi-Repair talent helps a lot with that. My fighters will be accompanied by one or two Assault Fighters or Strike Cruisers per squadron of 5 Fighters. I also have three Cruisers, and two Fuel Tankers and one Repair Cruiser per battlegroup. If I have Military Transports or War Barges, I will have another two Refuel Carriers.
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