Ship Design AAR

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elanaahova
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RE: Ship Design AAR

Post by elanaahova »

True, but no matter how much excess energy a ship has, the top speed of the installed hyperdrive cannot be exceeded.
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Data
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RE: Ship Design AAR

Post by Data »

yes, you cannot have infinite speed for infinite power
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
elanaahova
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RE: Ship Design AAR

Post by elanaahova »

ORIGINAL: emeg
ORIGINAL: Son_of_Montfort

<..>

Image

Speaking of power use, it looks like we have plenty of power to spare from our reactor. It might not hurt to have a little excess power for weapon fire and such, but this amount seems a bit excessive. If this were an actually game, rather than an AAR, I would probably go back and add more power using devices and balances them with more engines, but for ease of writing, I’ll leave it the way it is.

May-be I have missed it but, "speaking of power", you have something forgotten to mention in your AAR. Having a huge excess of energy is very good for a faster interstellar journey. There is a relation to the excess of energy of a ship and its hyperspeed.

All the excess of energy is used to power the Hyperdrive Engine!

That means, having more excess energy left makes that the ship travels faster in hyperspace, thus making the time needed for an interstellar journey shorter. So if you wish to have a fast traveling ship during their interstellar journey you need a ship with a very much excess of energy.

By example to your ship design. Having the Gerax HyperDrive ES on board of your ship having an energy excess of 80 makes that your ship have a hyperspeed of 32000. If the energy excess drops to 67 (your latest shipdesign) the hyperspeed of your ship has dropped to 26799.

So a higher excess of energy will, relative the hyperspeed engine of the ship, result in a higher hyperspeed performance.
One other thing, your ship, as designed, is drawing static power, but you have no collector to feed this static power draw. This means that even when your ship is totally still, it consumes fuel. For some ships, (depending on mission, doctrine) a collector will offset this drain.
"Banging rocks together... thats the ticket to a better tomorrow."
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Data
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RE: Ship Design AAR

Post by Data »

ehee, SoM is one of the precursors....those days we didn't even understand how fuel related to energy; his was one of the best ship design investigations
really clarified lots of things
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
elanaahova
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RE: Ship Design AAR

Post by elanaahova »

Yes, Data, I also learned a very great deal fromhis aar on ship building. I've been teaching a friend of mine how to 'play' DW, and he says its like work... so complicated.
"Banging rocks together... thats the ticket to a better tomorrow."
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Data
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RE: Ship Design AAR

Post by Data »

lol...for some of us complicated it's fun, just a fun kind of work
but once you get the hang of it it becomes easy.....i remember when i first read SoM's aar, how impressed I was by how elegant the design screen is; especially the energy section, one of the strongpoints of the game.
This alone hit a very sweet spot for me [:)]

ask your friend to try chess....now that's some hard work to have fun [:D]
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
huai0592
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RE: Ship Design AAR

Post by huai0592 »

Just one quick question how do you keep track of so many different resources?
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Data
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RE: Ship Design AAR

Post by Data »

The expansion planner lists all the good informations about them.
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
martok
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RE: Ship Design AAR

Post by martok »

....And once again, I'm dumbsquizzled as to why spambots are invading the DW forums. So very odd!


"Evil is easy, and has infinite forms." -- Pascal

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Data
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RE: Ship Design AAR

Post by Data »

Damn, once again I fall prey to it...it's the second time, damn romulan ale
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
martok
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RE: Ship Design AAR

Post by martok »

Hint: Spambots usually have a small number of posts, and have a link in either their sig and/or their actual post. [:)]

"Evil is easy, and has infinite forms." -- Pascal

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Data
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RE: Ship Design AAR

Post by Data »

Okay, martok, it has all the symptoms....but it's so damn perseverent as well.
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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Evrett
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RE: Ship Design AAR

Post by Evrett »

I need a frame of reference regarding the component statistics. Is the energy a reactor generates a resources that shields and weapons ect slowly use up? If a reactor makes 84 what can that 84 do? Is that a lot or hardly anything? how much farther does a fuel capacity of x vs y get me? Does having more than 1 resource scanner increase anything? How do I know, besides eventually being told I need more, how much crew support i need or what the max size of my ship is. What does a cargo bay vs docking bay actually do ? I get that static energy generator works when your not moving but is it a separate "well" for weapon/shield energy ? I understand and appreciate the fairly useful graph regarding speed but what acceleration/turning is considered average, bad, good ect? I've found the component information to be VERY sparse and while they often provide a number of some sort with no experience playing the game I cant tell what number to aim for. A useful stat would be "what is the galactic average for a ship of this type".&nbsp; &nbsp;
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feelotraveller
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RE: Ship Design AAR

Post by feelotraveller »

Wow that's a lot of questions. [:)]

Here goes-

Energy is used by weapons, drives and shields when they are recharging. Also used by various ship systems (static energy needs). The reactor generates x (say 84) per second. Weapons, and sometimes drives can use this real fast. Check the details on the design details screen.

Well if y=2x it gets you approximately twice as far. [;)] For starting fuel cells (60 capacity) rule of thumb is about a sector per cell. But it does depend on the other energy needs of the ship (like does it have aircon [:D]). Firing weapons chews through the fuel and reduces travel range.

Only one resource scanner is required. More make no difference (except for redundancy if the first one is damaged in battle), just put one on.

Each life support/habitation gives you a certain amount depending on your tech for crew systems. The is a set amount. So for the starting level of tech it allows size 88 per pairing for ships 1=88, 2=176, etc. Actually this is 85+ the space required for the components. On bases this is doubled 170 + components, although there is an extra 1 size for the first for some reason. So 1=174, 2=347, etc. Later techs allow larger amounts per component.

Cargo bays store resources. Docks transfer them. Each dock can only deal with one ship at a time.

The energy from solar collectors is transferred through/stored in the reactor.

Speed is largely relative to the technology level of the galaxy. What's fast for a car? Depends on what year you are living in, and perhaps where in the world. You will get a feel for this after playing a bit.

As to what to aim for - a good initial plan is to look at the predesigns and try to equal or outdo them in the particular area. Some of this is more a balance issue - fast warships are no good without weapons, a warship bristling with weapons is no good if it can catch anything...

Hope that helps. [:)]
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Keston
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Ship Class Roles?

Post by Keston »

The Galactopedia gives general concepts for classes, but what use does the AI actually make of the different classes (Escort, Frigate, etc.) if automated?

Escorts should be obvious, but the Galactopedia suggests Frigates be used to escort constructors. Cruisers are mainforce ships - but what role do Destroyers serve other than smaller, weaker cruisers?

This is important to designing ships if the player intends to let the AI play with them. Knowing what kind of opponents they are likely to face is important in design choices.

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Gelatinous Cube
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RE: Ship Class Roles?

Post by Gelatinous Cube »

When using AI Design (which is almost always for me) I use the different ship classes for maintenance reasons. Escorts aren't too good away from your main space-lanes, but frigates make good wolf-pack style escorts. I place small frigate fleets at all my gas stations, and use them to gang up on intruders. Cruisers I use for my main offensive fleets, and my main defensive fleets. Capital ships I use sparingly, or in offensive doom-stacks late-game.

Incidentally, the computer uses the different classes pretty much the same way. It's only impractical once you start designing your own ships, unless you want to design a bunch of different size ranges for different uses.
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Keston
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Re: Ship Design AAR

Post by Keston »

It would be odd if the classes exist but the AI uses them the same way (I assume treating them differenlty based on size/firepower) rather than prioritizing them based on class.


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Gelatinous Cube
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RE: Re: Ship Design AAR

Post by Gelatinous Cube »

ORIGINAL: Keston

It would be odd if the classes exist but the AI uses them the same way (I assume treating them differenlty based on size/firepower) rather than prioritizing them based on class.



Right, that's what I meant. I see that that was kind of unclear. It seems to me that the AI differentiates between the different classes pretty well. It just doesn't build enough ships period, though.
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Hattori Hanzo
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RE: Re: Ship Design AAR

Post by Hattori Hanzo »

a very interesting thread, but the pictures are disappeared.. [&:]

without them, it's hard to understand the concepts and it loose 70% ot its potential utility.
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