Author Topic: Dumb newbie mistakes to avoid  (Read 44022 times)

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Offline Havan_IronOak

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Re: Dumb newbie mistakes to avoid
« Reply #15 on: February 03, 2016, 06:49:47 PM »
I'm a newbie myself so I may be wrong on this but I consider these newbie mistakes that I've seen in You-tube Let's plays...

1) Choosing a Conventional Start and not making the other required changes. On a player's first play-through this is tempting but it actually puts the player at a disadvantage unless certain other options are set right.  Since this may put you behind other races, (NPR's), one should probably (at a bare minimum) bump up the # of research labs to allow for catching up.

1a) Electing to eliminate ICBM's in a conventional start and then worrying about required protection levels.

2) Being bothered by the frequent interrupts when a vessels gets too far from its home world and adding HUGE fuel tanks to the NextGen ships to compensate. Changing the conditional refuel orders to a higher level would have been a LOT more sensible.

3) Concentrating too early on strip mining the Sol system. Yes, Earth will run out of resources. Space must be mined but... hurrying to get mass drivers and auto-mines out to distant bodies when Earth's mines still outproduce the other bodies and Earth still has years of reserves of everything at better overall availabilities can be a mistake. 

4) Giving a Sorium Harvester orders to motor back to a colony itself to dump 90% of fuel as conditional order 1 then having conditional order 2 be Refuel when under 20%
 
5) Firing researchers with poor bonuses in hopes that new and better ones will spawn more quickly.

6) Deleting an (empty) Task group while still high on battle Adrenalin. Turns out it had 6 ground assault units and their escort and...

If I'm wrong on any of these, please correct me. I'm always anxious to learn. 

;D If I can't be a shining example at least I can be a glaring warning :o
« Last Edit: February 04, 2016, 06:05:55 AM by Havan_IronOak »
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Offline Sematary

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Re: Dumb newbie mistakes to avoid
« Reply #16 on: February 03, 2016, 09:22:14 PM »
The best thing to do with Sorium Harvestors, or so I have found, is to not give them engines at all. It requires you to research to get tugs (can't think of the name of the tech right now) but put them out there with huge deployment times and forget about them except to have tankers come by every so often to empty them.
 
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Offline iceball3

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Re: Dumb newbie mistakes to avoid
« Reply #17 on: February 13, 2016, 11:16:09 PM »
The best thing to do with Sorium Harvestors, or so I have found, is to not give them engines at all. It requires you to research to get tugs (can't think of the name of the tech right now) but put them out there with huge deployment times and forget about them except to have tankers come by every so often to empty them.
Does the harvesting rate go down when deployment time is gone through? If so, do recreational facilities mitigate that on gas giants? If so, then it's probably a good idea to stick one on your sorium harvester thing and leave deployment times at 3, for neatness and ease of headaches if you somehow go through your arbitrarily large deployment time.
 

Offline doulos05

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Re: Dumb newbie mistakes to avoid
« Reply #18 on: February 14, 2016, 01:59:10 AM »
I, too, was under the impression the fuel refining rate isn't affected by morale...
 

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Re: Dumb newbie mistakes to avoid
« Reply #19 on: February 14, 2016, 02:09:21 AM »
Forgetting to include fire controls or sensors on a warships is bad for morale. My morale >:(
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Offline CharonJr

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Re: Dumb newbie mistakes to avoid
« Reply #20 on: February 14, 2016, 02:57:13 AM »
Since I just did this I can add to the list: Assume that every jump point leading from and to Sol has been gated by now and send in 50% of your fleet and your salvager, only to realise shortly after arriving there that there is no gate back to Earth (since 4 NPR gatebuilders have been blown up in system) and you have to crash-build a 360-day gatebuilder.
 

Offline iceball3

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Re: Dumb newbie mistakes to avoid
« Reply #21 on: February 14, 2016, 04:13:46 AM »
Since I just did this I can add to the list: Assume that every jump point leading from and to Sol has been gated by now and send in 50% of your fleet and your salvager, only to realise shortly after arriving there that there is no gate back to Earth (since 4 NPR gatebuilders have been blown up in system) and you have to crash-build a 360-day gatebuilder.
Jump gates can also randomly occur on jump points at game start, whether there is another gate on the side is completely random.
 

Offline Steve Walmsley

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Re: Dumb newbie mistakes to avoid
« Reply #22 on: February 14, 2016, 06:27:32 AM »
I, too, was under the impression the fuel refining rate isn't affected by morale...

It isn't.
 

Offline doulos05

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Re: Dumb newbie mistakes to avoid
« Reply #23 on: February 14, 2016, 07:31:03 AM »
It isn't.

Almost makes me feel bad for the poor suckers who end up crewing those things now...
 

Offline CharonJr

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Re: Dumb newbie mistakes to avoid
« Reply #24 on: February 14, 2016, 07:55:18 AM »
Well, RP reasons and you can build a OH via regular construction, freeing up shipyard ressources.
 

Offline 83athom

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Re: Dumb newbie mistakes to avoid
« Reply #25 on: February 15, 2016, 06:24:08 AM »
Conscript crews for things like those (refineries, freighters. etc).
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline Havan_IronOak

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Re: Dumb newbie mistakes to avoid
« Reply #26 on: February 20, 2016, 03:59:05 AM »
In a conventional start....  Build an ICBM Missle complex instead of the Shiny New PDC you just designed.
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Offline db48x

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Re: Dumb newbie mistakes to avoid
« Reply #27 on: February 23, 2016, 09:51:30 AM »
Here's one from my latest game:

Gas Removed       Sol             All traces of Safe Greenhouse Gas have been removed from the atmosphere of Earth
 

Offline Havan_IronOak

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Re: Dumb newbie mistakes to avoid
« Reply #28 on: February 23, 2016, 12:12:33 PM »
Conscript crews for things like those (refineries, freighters. etc).

OK... help a real newbie out here...   why is it a mistake to conscript a crew for a space freighter? I know that conscript crews have low morale and low morale affects performance on such things as geo-survey ships and all warships but what does low morale do on a freighter and even a refinery? Does morale matter on a gate construction ship?
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Offline iceball3

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Re: Dumb newbie mistakes to avoid
« Reply #29 on: February 23, 2016, 12:14:40 PM »
OK... help a real newbie out here...   why is it a mistake to conscript a crew for a space freighter? I know that conscript crews have low morale and low morale affects performance on such things as geo-survey ships and all warships but what does low morale do on a freighter and even a refinery? Does morale matter on a gate construction ship?
A big concern with conscript crews is that they'll knock down the accuracy of your CIWS. So if any of your ships are using CIWS, consider normal crew and decent deployment time for them so that missiles are mildly less likely to cause sudden obliteration. Though, if you weren't planning on using CIWS anyway, then it should matter for things like freighting.