Author Topic: Military Ship Design  (Read 5145 times)

0 Members and 1 Guest are viewing this topic.

Offline coco146 (OP)

  • Registered
  • Sub-Lieutenant
  • ******
  • c
  • Posts: 136
Re: Military Ship Design
« Reply #15 on: September 19, 2012, 06:20:53 AM »
Ok another question I have is about the design and viability of asteroid miners.
 

Offline Havear

  • Lieutenant
  • *******
  • H
  • Posts: 176
  • Thanked: 8 times
Re: Military Ship Design
« Reply #16 on: September 19, 2012, 06:24:09 AM »
I'd say their value depends a lot on how many 'roids are in your system. If there's plenty with minerals, often it's less micromanagey to use large self-propelled mining ships to go from 'roid to 'roid and leaving the minerals on the surface for freighters to pick up later. (Optionally attaching some freighters with a mass driver to the mining TG.)
 

Offline coco146 (OP)

  • Registered
  • Sub-Lieutenant
  • ******
  • c
  • Posts: 136
Re: Military Ship Design
« Reply #17 on: September 19, 2012, 08:31:05 AM »
I'm not thinking they are particularly viable in sol or at lower mining techs?
How many cargo modules does it take to transport 1 mass driver?
« Last Edit: September 19, 2012, 08:32:39 AM by coco146 »
 

Offline Konisforce

  • Sub-Lieutenant
  • ******
  • Posts: 123
Re: Military Ship Design
« Reply #18 on: September 19, 2012, 09:43:12 AM »
5 cargo holds for 1 mass driver (standard small-size installation).  Could split it up among multiple, I suppose.

Re: the tech levels, I believe that the asteroid mining module levels up as you research better mining tech.  No need to replace or refit anything.  It just increases it's production by 20% from 10 to 12 with the first tech, same as mines or automines do.
Come take a look at Victoria Regina, an old-timey AAR
 

Offline coco146 (OP)

  • Registered
  • Sub-Lieutenant
  • ******
  • c
  • Posts: 136
Re: Military Ship Design
« Reply #19 on: September 19, 2012, 11:08:43 AM »
Yeah I knew about tech procession what I meant was at what level does it become useful. 10,12 or more tons?
« Last Edit: September 19, 2012, 11:17:21 AM by coco146 »
 

Offline Konisforce

  • Sub-Lieutenant
  • ******
  • Posts: 123
Re: Military Ship Design
« Reply #20 on: September 19, 2012, 11:34:50 AM »
Hmm.  I mean, that's a more complicated question, and it really depends.  If you want to use automines instead of asteroid harvesters then you'll need a bigger fleet of freighters to move things around.  And you can't give them automatic orders, or at least not as easily.  You could put out contracts for your civ freighters to move things, too.  But ultimately it's probably easier to just park a fleet of a bunch of asteroid miners out there and only bother to move the mass driver.  But again, that's not an efficiency answer, that's an "I'm a lazy sack" answer.

If the question is really when is the break-even point in minerals harvested if you build a miner ship instead, then you'd have to factor in freighter transport costs with automines, relative density and accessibility of minerals.  That gets into the sort of questions that actually make up the gameplay.

Unless someone has actually done the breakdown, with which case, gimme yer spreadsheets!
Come take a look at Victoria Regina, an old-timey AAR
 

Offline TheDeadlyShoe

  • Vice Admiral
  • **********
  • Posts: 1264
  • Thanked: 58 times
  • Dance Commander
Re: Military Ship Design
« Reply #21 on: September 19, 2012, 12:09:04 PM »
Mining modules only cost as much as regular mines, with some premium from other ship modules (armor and crew quarters). They're way better bang for the buck (and especially for the Corundium) than automines, but they only work on a limited number of bodies. 
 

Offline Theokrat

  • Lt. Commander
  • ********
  • Posts: 236
Re: Military Ship Design
« Reply #22 on: September 19, 2012, 12:16:51 PM »
Mining modules only cost as much as regular mines, with some premium from other ship modules (armor and crew quarters). They're way better bang for the buck (and especially for the Corundium) than automines, but they only work on a limited number of bodies. 
Also you can assign a +mining captain to an asteroid miner, the bonus of whom will stack to the "planetary" governor (and of course sector command).

Bottom line: If you have asteroids with a decent mineral occurrence (and I always have had those), asteroid miners can be a great choice, irrespective of tech level.
 

Offline coco146 (OP)

  • Registered
  • Sub-Lieutenant
  • ******
  • c
  • Posts: 136
Re: Military Ship Design
« Reply #23 on: September 20, 2012, 02:26:44 AM »
Ok.  Do civilian freighters transport minerals?
 

Offline TheDeadlyShoe

  • Vice Admiral
  • **********
  • Posts: 1264
  • Thanked: 58 times
  • Dance Commander
Re: Military Ship Design
« Reply #24 on: September 20, 2012, 03:31:26 AM »
No but mineral transport is pretty easy.
 

Offline niflheimr

  • Lieutenant
  • *******
  • n
  • Posts: 164
Re: Military Ship Design
« Reply #25 on: September 20, 2012, 04:15:32 AM »
and it will be even easier once 6. 0 comes out.
 

Offline coco146 (OP)

  • Registered
  • Sub-Lieutenant
  • ******
  • c
  • Posts: 136
Re: Military Ship Design
« Reply #26 on: September 20, 2012, 10:27:02 AM »
OK another question concerning military vessels.  I heard that fighters wont work if they are based out of a PDC should I use carriers for planet protection instead?
 

Offline Konisforce

  • Sub-Lieutenant
  • ******
  • Posts: 123
Re: Military Ship Design
« Reply #27 on: September 20, 2012, 10:40:43 AM »
Whatcha mean by "won't work"?  Don't launch?  Or don't fight?
Come take a look at Victoria Regina, an old-timey AAR
 

Offline coco146 (OP)

  • Registered
  • Sub-Lieutenant
  • ******
  • c
  • Posts: 136
Re: Military Ship Design
« Reply #28 on: September 20, 2012, 11:31:44 AM »
I heard that they couldn't launch or fight if they were in PDCs.
 

Offline TheDeadlyShoe

  • Vice Admiral
  • **********
  • Posts: 1264
  • Thanked: 58 times
  • Dance Commander
Re: Military Ship Design
« Reply #29 on: September 20, 2012, 11:32:13 AM »
No, they just can't receive TF training.