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Post by egil on Jul 2, 2014 11:32:22 GMT -5
What does defense do? What is the difference between defense and armor?
I've noticed that sometimes ships use up water-fuel and sometimes not when moving.. what controls this?
How much benefit will I get from +1 Hypersonic attack.. its another 32 in maintenance for a Titan Reactor Core. Seems kinda costly for a buff of 1..
Is there a big difference in Guns training for Ship vs Captain? Havent really noticed a difference in putting 8 or 15 in the ship material.
The first Design screen is a bit confusing. I choose the lvl of design complexity and I get the Material design. And system seems to be the same as captain skills. But what does training do?
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Post by squee on Jul 2, 2014 12:19:46 GMT -5
Hi there. I'll attempt to answer your questions... Defense is probably for avoiding attacks. Armor helps reduce damage (sometimes?) when you get hit.
Ships do not use W-F in green faction space. This is 2-3 spaces away from your colonies. Sometimes the green color is really light so you have to zoom it to be sure.
+1 hypersonic attack will increase the accuracy of your torpedoes. Imagine the accuracy bonus Precise Barrage gives over the normal Gun Barrage, divide that by three and this would be roughly what you would get, except it's for torps. It is a very small bonus, but it could make a difference if that ship mainly uses torps and also counterattacks a lot with them. Most of the auxiliary parts offer small effects for a decent chunk of change, like +8 W-F or +8 Hull for 14 maintenance. Who knows, titan reactors are fancy so maybe they have additional hidden benefits.
We (or at least I) don't know the exact mechanics of the game, so I can't tell you how much having that many guns will help. It will definitely give you better accuracy, at least, but having a balance of the different parts seems to be a decent way to go. I also asked about guns for ship material vs captain skills, but I don't know if we can get a clear explanation.
I have no idea what that training value is for. But if you haven't noticed, higher levels will give you more Hull and Water-Fuel.
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Post by Cory Trese on Jul 2, 2014 12:59:54 GMT -5
Faction space consists of two colors, Green and Yellow. Green is better for repairs and maintenance and provides refueling. Fuel use is controlled by movement and action. All movements and actions consume fuel, you control it by giving or not giving orders to your ships.
+1 Hypersonic attack functions for both attack, counter attack and defense against hypersonic attacks. It is expensive because that buff has the widest impact compared to other ways to get +1.
Guns for Material vs. Captain => Captain's points is a matter of design balance on your part. In the game system's dice engine, Guns and Torps are the same for both Ship and Captain. There are no Captain equivalents for Durability, Evasion or Shielding. There are no Ship equivalents for Pilot, Stealth, Warrior, Invasion or Repair.
Guns and Torpedo basic attack scores can be increased by using Ship scores, Captain scores, or both in combination.
Training controls the maximum total level of the Training that can be put onto the ship. Level 1 Designs have 4 training points, so they have have 2 level 1 and 1 level 2 training option.
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Post by egil on Jul 2, 2014 13:48:21 GMT -5
Great! Thanks to the both of you for excellent replies.
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Post by egil on Jul 2, 2014 13:51:48 GMT -5
Btw.. if defense helps you avoid attacks. Does that mean that the Close in Defense modules helps fighters avoid non range attacks only?
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Post by Cory Trese on Jul 2, 2014 14:24:58 GMT -5
Btw.. if defense helps you avoid attacks. Does that mean that the Close in Defense modules helps fighters avoid non range attacks only? Close in Defense is only effective against Mass Driver attacks (not Hypersonic)
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Post by squee on Jul 2, 2014 14:39:34 GMT -5
Wow, a treasure trove of information! But: Training controls the maximum total level of the Training that can be put onto the ship. Level 1 Designs have 4 training points, so they have have 2 level 1 and 1 level 2 training option. If I'm understanding this right, there might be a bug in the ship design restrictions (Android 4.4.2), because I can make for example a Lvl 1 cruiser with two Torpedo Spread 2 and Sector Scan 3.
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Post by Cory Trese on Jul 2, 2014 16:08:22 GMT -5
Logged an issue to fix in upcoming:
Ticket #2516 (new defect) 4X - Bug - Talent Limits Not Applied
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Post by squee on Jul 4, 2014 14:13:53 GMT -5
Faction space consists of two colors, Green and Yellow. Green is better for repairs and maintenance and provides refueling. Fuel use is controlled by movement and action. All movements and actions consume fuel, you control it by giving or not giving orders to your ships. I've been meaning to ask, would it be possible to make the yellow a little brighter? I guessed it might have been something like this, but I had no idea at first.
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Post by Cory Trese on Jul 11, 2014 0:37:55 GMT -5
Faction space consists of two colors, Green and Yellow. Green is better for repairs and maintenance and provides refueling. Fuel use is controlled by movement and action. All movements and actions consume fuel, you control it by giving or not giving orders to your ships. I've been meaning to ask, would it be possible to make the yellow a little brighter? I guessed it might have been something like this, but I had no idea at first. I will ask the art team =)
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