Post by acecow on Mar 10, 2016 13:33:26 GMT -5
Here's a preview:
Basics
"Commander, you're running an empire here, not a hobby store. Your little ships costs us $30 million, not $30...don't make any mistakes please."
Every ship is precious, our Templar escorts included. In fact, I'd say that little Exo-Scout is one of our most prized possessions early-game, don't lose it! Ships are great, but there's one purpose, and one purpose only, in spacing a fleet beyond our first three ships. Eradicating the Xeno threat. We don't need to police our quadrant for pirates, we don't need to parade our fleet to show off our power, all we need is some guns and missiles to burn those Xenos to the ground. So what does that mean?
Upkeep
Ships cost money both upfront and every turn after. Some of these can be stupidly expensive at the beginning of the game. (Hello $100/turn ship vs my $200/turn income, oh I have 5 of you? Hahaha, who needs money to run an empire?) At the beginning of the game, you're more than likely equipped for everything with just your little Templar fleet. I haven't yet played on difficulties higher than hard, however, so YMMV, my assumption though, is that you simply won't be able to afford the resources on the ships anyway. So, beyond building some colony ships you probably will not have a fleet larger than 3 or maybe 5 at the beginning. Templar ships are nice and cheap for us to maintain and really hardy...and hit pretty damn well hard... (damned Templar magic that they won't share with us), and will be plenty enough in the early months.
I've got a section on ship hull outlines, talk about research some, talk about modules, tenbsmith you mentioned making a thread about some ship designs some time ago, would you be up for that? I can link to it from mine. I'm not sure how much detail I'll go into about modules, but I will be bringing up a bit of theory, though it wouldn't be as heavy as a thread on combat itself. Anymore ideas?
Basics
"Commander, you're running an empire here, not a hobby store. Your little ships costs us $30 million, not $30...don't make any mistakes please."
Every ship is precious, our Templar escorts included. In fact, I'd say that little Exo-Scout is one of our most prized possessions early-game, don't lose it! Ships are great, but there's one purpose, and one purpose only, in spacing a fleet beyond our first three ships. Eradicating the Xeno threat. We don't need to police our quadrant for pirates, we don't need to parade our fleet to show off our power, all we need is some guns and missiles to burn those Xenos to the ground. So what does that mean?
Upkeep
Ships cost money both upfront and every turn after. Some of these can be stupidly expensive at the beginning of the game. (Hello $100/turn ship vs my $200/turn income, oh I have 5 of you? Hahaha, who needs money to run an empire?) At the beginning of the game, you're more than likely equipped for everything with just your little Templar fleet. I haven't yet played on difficulties higher than hard, however, so YMMV, my assumption though, is that you simply won't be able to afford the resources on the ships anyway. So, beyond building some colony ships you probably will not have a fleet larger than 3 or maybe 5 at the beginning. Templar ships are nice and cheap for us to maintain and really hardy...and hit pretty damn well hard... (damned Templar magic that they won't share with us), and will be plenty enough in the early months.
I've got a section on ship hull outlines, talk about research some, talk about modules, tenbsmith you mentioned making a thread about some ship designs some time ago, would you be up for that? I can link to it from mine. I'm not sure how much detail I'll go into about modules, but I will be bringing up a bit of theory, though it wouldn't be as heavy as a thread on combat itself. Anymore ideas?