Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Note: this post will not display until it's been approved by a moderator.

Name:
Email:
Subject:
Message icon:

shortcuts: hit alt+s to submit/post or alt+p to preview

Please read the rules before you post!


Topic Summary

Posted by: sneer
« on: July 31, 2015, 02:04:15 AM »

I have similar strategy
in late games surveying is pain and I try to dedicate as little attention to it as possible

Posted by: joeclark77
« on: July 30, 2015, 10:45:10 PM »

I generally create 4500T survey ships early in the game.  With a big, low-power civilian engine (40HS or so and 0.3 power), and a cheap civilian jump drive (even on the grav survey ship) these can carry enough fuel for ten years of surveying.  Gravsurvey ships get some engineering spaces and geosurvey get fuel and/or sensors to bring them up to the jump drive's maximum size.  They're boring ships, perhaps, but are cheap to build and require very little micromanagement.  As tech advances, you can give them more speed or, alternatively, even more fuel efficiency and an extended mission range.
Posted by: alex_brunius
« on: June 12, 2015, 08:22:06 AM »

I am curious: Have you ever noticed the game becoming slower with all those sensors around?

Sorry no valuable input here.

It's pretty hard to tell whats sensor slowdown and what would be considered normal slowdowns from simply finding more races and spoilers as you expand outwards...  And I haven't really had time to experiment or play enough different games to be able to tell.
Posted by: Vandermeer
« on: June 11, 2015, 09:23:02 AM »

I am curious: Have you ever noticed the game becoming slower with all those sensors around? I have recently started to heavily mine some jump points, with mines of course having sensors (though passive only), and I have some suspicion that it made the game intervals somewhat slower. I don't know for sure though, - sometimes it is slower, sometimes everything seems normal.
Posted by: alex_brunius
« on: June 11, 2015, 04:17:09 AM »

I tend to end up with dual purpose vessels around 5kt with both geo/grav and a launcher for sensor buoys which they leave behind on all detected jump-points to keep strategic awareness with minimal micromanage needs  :)
Posted by: Jorgen_CAB
« on: June 04, 2015, 03:11:35 AM »

Yes... if you use the naval organizational tab to select and order your units you can keep quite complex fleets and still remain sane.

I always give capital ships (destroyers and up) a 250-1000t hangars where I can fit a plethora of recon, scout and or rescue shuttle crafts. Since I extensively use the naval organizational tab this is possible to manage.

You then make extensive use of the escort and hierarchy system to order them around without too much hassle.
Posted by: MarcAFK
« on: June 03, 2015, 10:01:04 PM »

I used to think so, but not after Vandemeer explained the naval organisation screen.
Posted by: Hydrofoil
« on: June 03, 2015, 04:46:25 PM »

In my current game im using 1K Ton dual purpose scouts. with a 9K ton Carrier vessel that carries two of these vessels each. All the Carrier does is act as a Tender for the smaller vessels with a Jump Drive fitted. Sensor platforms could work but logistically it would be a nightmare for you to give all the orders and such to move them around.
Posted by: Jorgen_CAB
« on: May 29, 2015, 03:27:37 PM »

I'm not sure how tugs will work with the commands so you can automate them, but if it works it can be a way to cut down on maintenance.

I usually go with several approaches but usually end up with a larger research and exploration ship that carry strong grav sensors is armed and armored and with a hangar bay with geo survey shuttles. The ship is usually also escorted into unknown territory... at least after the first mishap and a survey ship is destroyed by something.
Posted by: Vandermeer
« on: May 29, 2015, 10:44:20 AM »

I have played two games with specialized sensor jump scouts as exploration plan, who ended up being 5kt, so not that big at all (though they were separated into geo and grav, yet could also have been even smaller as they carried more than one).
In every other game I used exclusively carriers with first 500 ton shuttles, but later shifting to 1kt scouts, as range, maintenance and speed on 500 tons with 250 tons already occupied by the sensor turned out too impractical. Usually 2-4 "drones" of each type here.

The idea to have a modular exploration platform tugged on by civils is pretty good though. I also used 'modules' combined with large civil tugs often (for militar: troop drops and active sensors so far), yet never for exploration yet. I think you should go with it.
Posted by: 83athom
« on: May 29, 2015, 10:28:18 AM »

I usually make dedicated ships for each. However, one game I did I made sensor shuttles and had them in an exploration carrier. The carrier itself wouldn't carry any survey sensors except for the ones on the shuttles.
Posted by: Viridia
« on: May 29, 2015, 09:49:57 AM »

I was tinkering with the current game I'm running for an AAR, trying to design a multi-mission jump-capable ship with geo and grav sensors, but the sheer tonnage requirements for it dictated I find some way of lowering the size so that I don't have to spend nearly a hundred years expanding my 2000-ton naval yard with an extra 10,000 ton capacity.

While ruminating on the injustice of grav sensors being military, I started to wonder; what if rather than building mobile grav and geo surveyors, you built stationary platforms, giving each a pair of whatever sensors you need on them, and removing anything unnecessary? To me it seems viable since I have tugs under construction, but what do others think?