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RE: Basic Ship Design Guide

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RE: Basic Ship Design Guide - 5/16/2010 6:54:03 PM   

Posts: 232
Joined: 5/16/2010
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To the propagators of long range torpedo bomber (TB) ships:

For those who are fans of Star Trek, there is something called the Picard maneuver. Basically, a ship uses hyperdrive to jump right on top, or really close to, its target. That way, a loaded beam ship(BS) can tear apart a TB in a very short time, wasting minimum fuel for a chase (fuel usage is smaller for jumping than sprinting such a distance, since it is a time-based consumption dependency). Note: I do agree that the accuracy for such jumps is limited and think, that there should be tech modifications for these options.

Then again, you MIGHT be able to design a BS with faster engines and
>= firepower than a similar TB, taking some damage and then outgunning the TB at point blank range.

The third solution is in the area of maneuver strategy. A ship runs from the TB, then turns around (greater turning engines, a hint) and is right within range before the TB can turn and stays there at least some time.

So, these ideas could be implemented as AI strategic construction variations, and for the rest of us it becomes evident that in this marvelous game the sky's the limit for our (and the devs') inventiveness.

(in reply to Wenla)
Post #: 31
RE: Basic Ship Design Guide - 5/16/2010 10:43:36 PM   


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Joined: 4/11/2010
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Another question for the gurus please...

The AI tends to default to designing its own ships and won't upgrade your designs automatically. Which means when you first design an Escort the AI (I think) will use that as the default until it is superseded with the next version of its laser design. Is there a way to get the AI to switch its auto-update to your design over its own?

Hmm, I think the only thing you would have to do is obsolete the AI designed one leaving only your human designed one left.

Yes, but as soon as the next piece of tech becomes available it then upgrades its old obsoleted design and your preferred design is no longer the latest.

Because of that I see currently only two choises: a)fully AI automated ship design or b)fully players manually done ship design.

Veterans, are there any other option (like: I, as a player, make designs of all research bases, AI can do all others)?

Wenla, no, its all or nothing, I'm afraid.

(in reply to Wenla)
Post #: 32
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