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Post by CdrPlatypus on Aug 20, 2015 14:05:18 GMT -5
Do you always update your ships to the max design lvl you have available or do you build some ships like say fighters at lower design levels to save on mass?
Wondering what everyone's thoughts on this are.
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Post by elwoodps on Aug 20, 2015 18:10:01 GMT -5
Do you always update your ships to the max design lvl you have available or do you build some ships like say fighters at lower design levels to save on mass? Wondering what everyone's thoughts on this are. I don't hesitate to level-down when necessary to save mass. Fighters almost always, due to the severe mass limitations of the 4mp/2ap reactors. Invasions transports frequently, so I can mount heavier armor without going to 2mp reactors.
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Post by Cory Trese on Aug 20, 2015 22:07:22 GMT -5
I almost always design at the max level available, because of the high value of each design point.
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Post by Brutus Aurelius on Aug 21, 2015 16:54:23 GMT -5
For the most part I use the max Design Level, especially for my Capital Ships and Invasion Ships.
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Post by tenbsmith on Aug 25, 2015 17:51:06 GMT -5
I generally use the max ship design level because it seems to give excellent value. For a small incremental increas in build and maintenance costs. you get extra ship/captain points and a bunch of extra hull and water-fuel capacity. Trying to get any one of those benefits through upgrades would cost much more, and that's just for one benefit. This seems the most cost-effective way of improving ships, so I design around it.
I prefer extra Hull to armor, because armor doesn't protect against radiation-based attacks. I'm not sure if that's a good approach because I don't know frequent or severe radiation attacks/damage are.
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Post by elwoodps on Aug 26, 2015 13:59:11 GMT -5
.... I prefer extra Hull to armor, because armor doesn't protect against radiation-based attacks. I'm not sure if that's a good approach because I don't know frequent or severe radiation attacks/damage are. I prefer armor to hull for Invasion Transports. If I understand correctly, more Hull Point just increase the amount of damage that the ship can endure before it explodes, rather than reduce the amount of damage that the ship sustains from an attack. See my recent reply on the subject here: Successful Invasion Ship DesignsWhereas more armor actually reduces the amount of damage that a ship sustains from normal attacks, so there's less damage to repair. Less damage equals faster repairs, which equal lower repair costs and more Xeno's purged per year. Also, with more armor I can get by with less HP's, so I can mitigate damage from Radiation attacks by shifting a lot of Ship Material points from Durability to Shielding. Yeah, adding Armor is a lot more expensive than putting more points in durability. But it reminds me of an old commercial for oil filters, where the slogan was "You can pay me now, or you can pay me later". For me it pays off in the long run.
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Post by Cory Trese on Aug 27, 2015 8:34:53 GMT -5
The question comes back to Effective Hull Points. Increasing your Hull Points from 100 to 120 is a 20% boost.
If you generate a ship design that reduces damage by 25% using Durability, Armor and Shielding you've created a more effective design.
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Post by tenbsmith on Aug 27, 2015 15:05:27 GMT -5
I agree with what y'all are saying about using armor and shielding to achieve the most effective designs. I use armor in my designs, didn't mean to suggest a no armor approach. elwoodps' point about repair times is well taken.
I stand by my statement that increasing Ship Design level provides the best bang-for-the-buck.
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