Post by pendell on Jul 11, 2014 7:43:11 GMT -5
Since the removal of capital ship refueling, it becomes all the more imperative to design ships for maximum water-fuel efficiency in deep-space.
At present, this is a difficult task. While some add-ons, such as trained crew, add a fixed amount of water-fuel to a ship, there is no obvious way to improve water-fuel *efficiency* -- the WF consumption per sector, green or red.
There are also a number of propulsion upgrades, such as the Prow Sail or the advanced sail system, which in ST would improve water fuel consumption. However, there is not any indication in the game text for these upgrades as to exactly what they do -- the text states they give +1 to stealth and repair, but no indication of impact on fuel.
The only way to find out how efficient a ship is would be to actually build it and take it out for a spin.
Thus, I request the following, in order of priority:
1) On the ship design screen, have a green-space and red-space consumption number on the final screen. This will enable me to see what impact various upgrades have on my efficiency, and whether the improvements in combat ability offset the cost both in terms of maintenance money and in terms of drinking water.
2) Improvements to the game text describing what gains, if any, are made in this area by the different propulsion systems.
3) If the propulsion units don't actually improve our WF consumption, suggest more and better upgrades which will.
4) Perhaps, following the ST example, water fuel consumption could become a trained skill for Captains, to go along with Pilot, Gunnery, Invasion, and so forth. If we add an additional skill to the list suggest that the skill pool at all levels be bumped up a few points, so a player can improve his consumption without drastically losing efficiency in the other areas.
Cory has mentioned his interest in improving PI: One of the quickest and best ways to improve PI, IMO, is to give the user more options to extend the duration of a red-space cruise by invasion transports and their escorts. If the transports can orbit the target for longer , they can do more damage and take more planets before having to retire for refueling.
Respectfully,
Brian P.
At present, this is a difficult task. While some add-ons, such as trained crew, add a fixed amount of water-fuel to a ship, there is no obvious way to improve water-fuel *efficiency* -- the WF consumption per sector, green or red.
There are also a number of propulsion upgrades, such as the Prow Sail or the advanced sail system, which in ST would improve water fuel consumption. However, there is not any indication in the game text for these upgrades as to exactly what they do -- the text states they give +1 to stealth and repair, but no indication of impact on fuel.
The only way to find out how efficient a ship is would be to actually build it and take it out for a spin.
Thus, I request the following, in order of priority:
1) On the ship design screen, have a green-space and red-space consumption number on the final screen. This will enable me to see what impact various upgrades have on my efficiency, and whether the improvements in combat ability offset the cost both in terms of maintenance money and in terms of drinking water.
2) Improvements to the game text describing what gains, if any, are made in this area by the different propulsion systems.
3) If the propulsion units don't actually improve our WF consumption, suggest more and better upgrades which will.
4) Perhaps, following the ST example, water fuel consumption could become a trained skill for Captains, to go along with Pilot, Gunnery, Invasion, and so forth. If we add an additional skill to the list suggest that the skill pool at all levels be bumped up a few points, so a player can improve his consumption without drastically losing efficiency in the other areas.
Cory has mentioned his interest in improving PI: One of the quickest and best ways to improve PI, IMO, is to give the user more options to extend the duration of a red-space cruise by invasion transports and their escorts. If the transports can orbit the target for longer , they can do more damage and take more planets before having to retire for refueling.
Respectfully,
Brian P.