Author Topic: Defense Bases under the new Morale/Shore Leave rules  (Read 1449 times)

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Offline draanyk (OP)

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Defense Bases under the new Morale/Shore Leave rules
« on: November 09, 2012, 02:02:48 PM »
I read somewhere in posts or wiki pages that it's a good idea to make a beam jump point defense base and stick it on your jump points, to get in a couple of hits on a hostile fleet that jumps in before their sensor blindness resolves.  I just tried building a space station with an orbital habitat, hoping this would remove the need for shore leave, but it didn't.

The only solution I've seen is to haul/fly it back to a colony every now and then to get it's shore leave, but that will be a lot of unnecessary micro-management, and doesn't seem like a lot of fun.  Another option may be to build ridiculous deployment times into the design, but that's just delaying the inevitable shore leave flight and is really just getting around the mechanics of the game.

What is everyone else doing in this regard? Are you using jump point bases?
 

Offline metalax

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Re: Defense Bases under the new Morale/Shore Leave rules
« Reply #1 on: November 09, 2012, 02:53:11 PM »
Much of that advice is from before the new crew mechanics were introduced. Still it is usually fairly easy to give them 10+ year deployment times and tow or use carriers to take them back for a year or two of shore leave.

I've been using this design for jumppoint defence as fighter factories can churn them out without effecting ship production. It also takes advantage of the free 4x tracking speed bonus for fighter beam fire controls.

Code: [Select]
Ark Royal III class Sattelite    500 tons     19 Crew     133 BP      TCS 10  TH 0  EM 0
1 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 3.6
Maint Life 30.68 Years     MSP 166    AFR 2%    IFR 0%    1YR 0    5YR 5    Max Repair 36 MSP
Intended Deployment Time: 220 months    Spare Berths 0   

Single 10cm C3 Far Ultraviolet Laser Turret (1x1)    Range 150,000km     TS: 10000 km/s     Power 3-3     RM 5    ROF 5        3 3 3 3 3 2 2 1 1 1
Fire Control S01 96-2500 (FTR) (1)    Max Range: 192,000 km   TS: 10000 km/s     95 90 84 79 74 69 64 58 53 48
Stellarator Fusion Reactor Technology PB-1 (1)     Total Power Output 3    Armour 0    Exp 5%

Active Search Sensor MR2-R1 (1)     GPS 21     Range 2.3m km    Resolution 1

This design is classed as a Fighter for production, combat and maintenance purposes
« Last Edit: November 09, 2012, 03:09:09 PM by metalax »
 

Offline dgibso29

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Re: Defense Bases under the new Morale/Shore Leave rules
« Reply #2 on: November 09, 2012, 03:10:04 PM »
One of these days, Steve is going to put in a starbase mechanic. If we're lucky.
 

Offline Erik L

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Re: Defense Bases under the new Morale/Shore Leave rules
« Reply #3 on: November 09, 2012, 03:32:26 PM »
One of these days, Steve is going to put in a starbase mechanic. If we're lucky.

I seem to recall Steve saying back in the days of version 0.x - 1.x that he didn't put anything in for starbases on purpose.

What would be nice is an order to rotate crew out.

Offline dgibso29

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Re: Defense Bases under the new Morale/Shore Leave rules
« Reply #4 on: November 09, 2012, 04:19:27 PM »
Hence the needed luck!

Although I completely agree with a crew rotation order. Would give rise of large commercial city ships, of sorts. At least I would build them, for RP purposes. Thousands of spare berths and passenger accommodations, etc. A shame population is tied to bodies.