Author Topic: 6.1 Soviet Designs as of year 2068.  (Read 5364 times)

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Offline Gyrfalcon

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Re: 6.1 Soviet Designs as of year 2068.
« Reply #15 on: December 05, 2012, 04:07:33 AM »
Is there a reason your small craft have a deployment time of 3 months? You can save a fair amount of crew requirement (and some space as well, I believe) setting the time to .1 months if they are only deployed for a few days at most. Given their flight times are all less then 72 hours, that should be safe, and it makes the fighter a 1 or 2 man crew instead of 10.
 

Offline Marski (OP)

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Re: 6.1 Soviet Designs as of year 2068.
« Reply #16 on: December 05, 2012, 04:16:40 AM »
Is there a reason your small craft have a deployment time of 3 months? You can save a fair amount of crew requirement (and some space as well, I believe) setting the time to .1 months if they are only deployed for a few days at most. Given their flight times are all less then 72 hours, that should be safe, and it makes the fighter a 1 or 2 man crew instead of 10.

Oh thanks for pointing that out, I haven't noticed that.
Small crafts updated.

The courier is kept the same thought, I'm planning it to use in deploying teams and rescuing lifepods. A role which dropships have been so far been doing with good performance.
« Last Edit: December 05, 2012, 04:21:20 AM by Marski »
 

Offline Jorgen_CAB

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Re: 6.1 Soviet Designs as of year 2068.
« Reply #17 on: December 05, 2012, 04:34:50 AM »
The only thing you have to be careful with by reducing the deployment time on your fighter is that they get no direct shore leave on the carrier. A 0.1 month is 3 days which is their total deployment time until the carrier arrive at a place for shore leave. If the fighter spend all their 60 hours in space for a mission and back again they get at most two runs before they start getting serious morale penalties. At least that is how I understand it.
 

Offline Marski (OP)

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Re: 6.1 Soviet Designs as of year 2068.
« Reply #18 on: December 05, 2012, 06:31:15 AM »
The only thing you have to be careful with by reducing the deployment time on your fighter is that they get no direct shore leave on the carrier. A 0.1 month is 3 days which is their total deployment time until the carrier arrive at a place for shore leave. If the fighter spend all their 60 hours in space for a mission and back again they get at most two runs before they start getting serious morale penalties. At least that is how I understand it.

That's good to know too. Here's the fighters in action, intercepting alien fleet in Sol. Quoted from yesterday at another forum I post on.

Quote
Anyway, in one of my glorious Soviet games I attempted to establish a peaceful diplomatic relationship with alien empire known as "Pushkar Coalition", a race of floating jellyfishes. I sneaked a espionage team into their planet with a fast, low thermal shuttle. No data has been gained so far, but year after deploying the team the Pushkar Coalition declared war upon me.

Since I only had 10 corvettes, I had to tactical genius their fleets a lot. For 7 of their ships I only lost one corvette. But now for the first time, the aliens have breached Sol and I am experiencing my first use of fighters. Very cheap and mobile planetary defence I must say, I should make a habit of using them.







Pardon the rude name, but since there's about whopping 20 fighters in this squadron alone, I couldn't come up with a better name.

Nevertheless, its for the good of the Soviet Union.

There were several similiar attempts afterwards at invading my system with same results.