Posted by: Conscript Gary
« on: November 16, 2012, 02:53:17 PM »Yeah, the more the ship costs as a whole, the more forgiving of a margin 20% of that cost will be
Are there good ways to exploit that? The best I've been able to do is make Freighter designs that could be built in shipyards tooled for colonizers, presumably because cargo holds are so cheap.
The cost to refit a ship from the class the shipyard is tooled for to the class in question, has to be 20% or lower of the build cost of the class that the shipyard is tooled for in order for it to be valid as an additional class.
Are there good ways to exploit that? The best I've been able to do is make Freighter designs that could be built in shipyards tooled for colonizers, presumably because cargo holds are so cheap. Apart from tooling the shipyard for the most expensive components and making my designs use the same engines, crew quarters, armor and basic sensors, what tricks can I use?
I seem to end up building one or two of every type of commercial ship that I need and constantly retooling inbetween, and I'm cheaper than free beer. Maybe I simply don't keep enough shipyards on hand. How many commercial shipyards should I be looking into building from a conventional start - three, four?
Final question: How many goats do I need to sacrifice to the Prophets to make Steve release 6.2? I've asked around and the most I could round up is about fourteen, and only one of them is even a virgin.