Author Topic: Designing ship hulls instead of ships  (Read 3016 times)

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Offline alex_brunius

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Re: Designing ship hulls instead of ships
« Reply #30 on: March 29, 2018, 02:50:24 AM »
So another aspect of making the ship design more modular and designing ship hulls which you can later add components on (a bit like you can fit different missiles in the same launcher) is that it could allow you to also temporarily refit the ship for a specific mision profile.

Say you have a big carrier with a huge hangar space. You need a ship with a huge sensor array to go check something stat, you don't have time, or maybe resources to build a new ship, but you just so happen to have a very large sensor laying around. So you stuff it in the hangar space, maybe with some extra generators and hook it all up. Presto! You got yourself a temporary listening ship. It far less efficient as purpose built ship in terms of sensor strengt to hull strengt as you are kinda have to make it fit into a space it was not made for. But hey, you got something that works in a pinch.

This would allow for more tactical options, interesting retrofitted pirate ship or other people and organisations engaging using haphazard ships as need be. Or just spyops where you can disguise your ships, like stuffing a hangar in a transporter or whatever to surprise your enemies.

What prevents you from designing a "ship" that is 100% sensor using the one you have laying around and building it very quickly since all components are completed + just stuff it into the hangar in current Aurora?

You can probably use a small DD shipyard for this or something, so should be quick to retool..

This would probably take less then 20% of the time and resources needed to rebuild a new Carrier which includes the large sensor integrated.
 

Offline Michael Sandy

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Re: Designing ship hulls instead of ships
« Reply #31 on: March 31, 2018, 11:08:54 PM »
I put hangars on my capital ships for that very reason.  I just use size 9 sensors that fit into fighter pods, that I build with fighter factories.  No retool cost.

It means if I have a squadron of 6 capital ships, I will have a flag bridge pod, an EM Pod, 2 Res 1 pods, a thermal pod, and 2 anti-ship pods and possibly an anti small craft active sensor.  It also means that if I lose a ship that carried a sensor, instead of having to retool, I just switch out the sensor pods.

There is an added benefit:  because you can only activate and de-activate active sensors on a ship by ship basis, by having the sensors on pods I can ensure by res 1 sensor is ALWAYS up, but I can switch off my noisy anti-Swarm mommy ship/commerce hunting res 500 sensor.

I am going with LACs as my primary early missile ship in my current game, so I might only build size 50 antimissile  and anti-ship sensors for PDCs for my colonies.  Might be an interesting tactic, find an asteroid that will be within range of the target enemy planet at some point in the orbit, build a sensor and point defense base there, using construction bridges on pre-fabs.
 

Offline Jorgen_CAB

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Re: Designing ship hulls instead of ships
« Reply #32 on: April 16, 2018, 03:42:08 PM »
I put hangars on my capital ships for that very reason.  I just use size 9 sensors that fit into fighter pods, that I build with fighter factories.  No retool cost.

It means if I have a squadron of 6 capital ships, I will have a flag bridge pod, an EM Pod, 2 Res 1 pods, a thermal pod, and 2 anti-ship pods and possibly an anti small craft active sensor.  It also means that if I lose a ship that carried a sensor, instead of having to retool, I just switch out the sensor pods.

There is an added benefit:  because you can only activate and de-activate active sensors on a ship by ship basis, by having the sensors on pods I can ensure by res 1 sensor is ALWAYS up, but I can switch off my noisy anti-Swarm mommy ship/commerce hunting res 500 sensor.

I am going with LACs as my primary early missile ship in my current game, so I might only build size 50 antimissile  and anti-ship sensors for PDCs for my colonies.  Might be an interesting tactic, find an asteroid that will be within range of the target enemy planet at some point in the orbit, build a sensor and point defense base there, using construction bridges on pre-fabs.

This is exactly what you should do with all those expensive modules. Since Hangars basically make maintenance free for whatever is in them and hangars themselves is very cheap you can get away with extremely advanced ship at nearly no maintenance cost.

There are many interesting things you can do with modular ships if you like to game the mechanics, especially if you also include tractor beams as well.

Aurora are probably a rather open ended game to begin with for a reason and only you as the player decide how you want to play the game and which limits you put on your games. There is no right or wrong way to play the game. I you feel something is a bit gamey you can just decide to not do it, some things are left in for players to explore if they like.
 

 

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