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Post by hellion7776 on Jan 31, 2013 1:06:43 GMT -5
Before anyone gets mad at me and starts torping... I started by reading this, tresebrothers.blogspot.com/2010/11/water-fuel.htmlYes, it is very informative, but I still have loads of questions for my fellow SpaceTraders. 1) is it possible to get to infinity fuel on difficulties higher than HARD. 2) does the hull/sail ratio actually lower your water use (for example. can a 40 hull 40 sail ship get as good fuel mileage as a 20 hull, 40 sail with proper stats)3) does Intimidate play a role above and beyond the hull ratio (for example. 20 hull ship with 30 sailors compared to a 20 hull ship and 100 sailors)4) how exactly does the hull/engine ratio play out (for example. does a 20 hull ship with 40 engine use more fuel than a 20 hull ship with 20 engines)Thanks for the time an patience, I am usually to busy trying to survive past lvl 20 on Hard or harder to focus on endgame stat allocation)
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Post by Cory Trese on Jan 31, 2013 1:15:33 GMT -5
1) it is theoretically possible 2) no -- faster and more agile ships use more water fuel 3) yes it does 4) large numbers of solar sails / engines reduce the amount of fuel, to a point.
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Post by hellion7776 on Jan 31, 2013 1:18:35 GMT -5
Great Cory, thanks so much and thanks for the quick response! Since #3 was so simple, lets spice it up
3.a) With larger troop sizes using more water/fuel, is there an intimidate ratio that Captains should cling to? (for example. 1 intimidate/10sailors and so on)
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Post by Cory Trese on Jan 31, 2013 1:28:25 GMT -5
The upper end of the curve is around 1 Intimidate for every 4.5 Crew on Hard.
But it's highly dependent on Hull Size, Pilot and game difficulty. Not an exactly scientific number, but 4.5 is a pretty good general rule of thumb. So, 45 Crew would be kept in line by 10 Intimidate.
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Post by hellion7776 on Jan 31, 2013 1:31:23 GMT -5
Thanks a lot Cory! All questions are answered!
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martyparty
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Post by martyparty on Jan 31, 2013 3:30:42 GMT -5
The intimidate only saves fuel in red squares though, right? I think of it as making sure the troops don't goof off while the captain's unable to constantly watch everyone, because they're afraid they'll suffer the same fate as the last guy who drank too much water and got found out...
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Post by Cory Trese on Jan 31, 2013 3:38:32 GMT -5
The intimidate only saves fuel in red squares though, right? I think of it as making sure the troops don't goof off while the captain's unable to constantly watch everyone, because they're afraid they'll suffer the same fate as the last guy who drank too much water and got found out... It has an effect in both, but you're correct -- it has a much larger effect in Red Sectors. More than twice as important than in Green.
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martyparty
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Post by martyparty on Jan 31, 2013 3:38:36 GMT -5
On the technique side, if you get a great ship with huge crew numbers (e.g. Omega Cruiser) before you have enough stats to handle that size crew, you could just go and harvest at a highly hazardous wilderness until your crew is down to a size you like, and then remember not to recruit.
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Post by Cory Trese on Jan 31, 2013 3:39:30 GMT -5
On the technique side, if you get a great ship with huge crew numbers (e.g. Omega Cruiser) before you have enough stats to handle that size crew, you could just go and harvest at a highly hazardous wilderness until your crew is down to a size you like, and then remember not to recruit. Although most combat tests you'll suffer a penalty if the ship is understaffed. Yes, less W/F consumed but having empty seats in the bridge isn't always worth it.
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martyparty
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Post by martyparty on Jan 31, 2013 3:43:54 GMT -5
Although most combat tests you'll suffer a penalty if the ship is understaffed. Yes, less W/F consumed but having empty seats in the bridge isn't always worth it. I try to keep at least 5 - 10 crew members when I understaff. Surely that's enough people to push all the buttons on the bridge? They might have to link some of the gun controls together in the absence of actual gun crews, so I can imagine accuracy suffering a bit. And of course I wouldn't want to get boarded.
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Post by Deleted on Jan 31, 2013 13:22:50 GMT -5
Although most combat tests you'll suffer a penalty if the ship is understaffed. Yes, less W/F consumed but having empty seats in the bridge isn't always worth it. I try to keep at least 5 - 10 crew members when I understaff. Surely that's enough people to push all the buttons on the bridge? They might have to link some of the gun controls together in the absence of actual gun crews, so I can imagine accuracy suffering a bit. And of course I wouldn't want to get boarded. Horrible idea. Don't do that. 5-10 crew members is not enough to do any combat. You need crew to be at least equal to engines. And then for guns its good to have crew being equal to engines + guns. In addition to combat, you'll suffer in deep-space too, with increased accidents. If you want a ship with not that much crew, its best to get a ship with a low max crew than to get a ship with many crew and be understaffed. There are plenty of low crew ship out there, some very good.
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martyparty
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Post by martyparty on Jan 31, 2013 18:30:25 GMT -5
It's true I can't fight WELL in such a ship, so I only do it when I'm doing delivery contracts or caching - which is most of the time, since bounty contracts hardly pay more than deliveries, yet come with a lot more hassles.
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Post by Cory Trese on Jan 31, 2013 21:27:27 GMT -5
It's true I can't fight WELL in such a ship, so I only do it when I'm doing delivery contracts or caching - which is most of the time, since bounty contracts hardly pay more than deliveries, yet come with a lot more hassles. I'd be scared a boarding Pirate would show up and wipe me out. With low Crew, the risk of Captain HP damage is lot higher.
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