Author Topic: What's the ideal way to deisgn Fuel Tankers?  (Read 3943 times)

0 Members and 1 Guest are viewing this topic.

Offline Makir (OP)

  • Petty Officer
  • **
  • M
  • Posts: 15
What's the ideal way to deisgn Fuel Tankers?
« on: October 25, 2016, 09:24:31 AM »
Title says it all, never tried to create Fuel Tankers, and I think at one point i'll have to do it
 

Offline 83athom

  • Big Ship Commander
  • Vice Admiral
  • **********
  • Posts: 1261
  • Thanked: 86 times
Re: What's the ideal way to deisgn Fuel Tankers?
« Reply #1 on: October 25, 2016, 10:06:01 AM »
Lots of fuel tanks, armor, CIWS, large and efficient engines, and toss in a fuel harvester or two.
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 Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5656
  • Thanked: 366 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Re: What's the ideal way to deisgn Fuel Tankers?
« Reply #2 on: October 25, 2016, 11:24:13 AM »
And check the box in the upper right corner of the design screen to mark it as a tanker. Otherwise it's a ship with a metric crapton of fuel capacity.

Offline Makir (OP)

  • Petty Officer
  • **
  • M
  • Posts: 15
Re: What's the ideal way to deisgn Fuel Tankers?
« Reply #3 on: October 25, 2016, 01:02:57 PM »
Thanks, but how am I supposed to make thicker armor? I mean, i know there's the research for that, but I mean in designs
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5656
  • Thanked: 366 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Re: What's the ideal way to deisgn Fuel Tankers?
« Reply #4 on: October 25, 2016, 01:25:54 PM »
Look on the left side of the screen. Should see Armor, and a number. Change the number.

Offline Makir (OP)

  • Petty Officer
  • **
  • M
  • Posts: 15
Re: What's the ideal way to deisgn Fuel Tankers?
« Reply #5 on: October 25, 2016, 01:37:06 PM »
Damn, if only I knew sooner, my laser ship only has 1 in Armor Rating...
 

Iranon

  • Guest
Re: What's the ideal way to deisgn Fuel Tankers?
« Reply #6 on: October 25, 2016, 02:03:40 PM »
My fleet tankers tend to also be jump tenders but have no frills like CIWS or harvesters, and armour only if they are expected to traverse nebulae.
They tend to consist mostly of close to 50% engines, more if I want all the speed I can get on a commercial hull to support decently fast military assets.
 

Offline Black

  • Gold Supporter
  • Rear Admiral
  • *****
  • B
  • Posts: 868
  • Thanked: 218 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
    2024 Supporter 2024 Supporter : Donate for 2024
Re: What's the ideal way to deisgn Fuel Tankers?
« Reply #7 on: October 25, 2016, 02:29:40 PM »
I am using two types of tankers in my games. Normal version is basically fuel tank with engines. That is enough to transport fuel from harvesters to colonies. For my fleet operations I am using bigger and faster tanker that has also armor and CIWS and it is also equipped with maintenance storage bays to provide spare part for my combat ships.

I roleplay a lot so those basic designs usually have some sensors and the fleet version can be equipped with light shields depending on rules that I impose on myself.
 

Offline AbuDhabi

  • Sub-Lieutenant
  • ******
  • Posts: 104
  • Thanked: 2 times
Re: What's the ideal way to deisgn Fuel Tankers?
« Reply #8 on: October 26, 2016, 01:00:23 AM »
Damn, if only I knew sooner, my laser ship only has 1 in Armor Rating...

If you make a design copied from that ship and just add some armour, it's not impossible that you can refit it without changing the shipyard class designation. Minor changes can minor enough that the shipyard can handle both the unarmoured and armoured versions.
 

Offline Makir (OP)

  • Petty Officer
  • **
  • M
  • Posts: 15
Re: What's the ideal way to deisgn Fuel Tankers?
« Reply #9 on: October 26, 2016, 12:18:33 PM »
Thanks, you all, however I have an important question, how much is the Deployement Time supposed to be?
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5656
  • Thanked: 366 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Re: What's the ideal way to deisgn Fuel Tankers?
« Reply #10 on: October 26, 2016, 01:00:32 PM »
Thanks, you all, however I have an important question, how much is the Deployement Time supposed to be?
It is whatever you decide it is.

Iranon

  • Guest
Re: What's the ideal way to deisgn Fuel Tankers?
« Reply #11 on: October 26, 2016, 02:36:03 PM »
Hard to say without knowing details.

For example, 10 months deployment and a year of maintenance life suits me for many ships that are supposed to be capable of extended operations. Maintenance is a little longer because having something blow up is more embarrassing than having a cranky crew, and because I'd like to have a reserve for repairs if I get into a fight at the end of an extended mission.

But if you have many frontier populations while only your homeworld has maintenance facilities, your frontier patrol may want ships that have years of maintenance life but only a month of deployment time or so.

And sometimes it's not a question what you need, but what you can get cheaply. An AMM base using box launchers requires very little crew and engineering spaces to have a mission life of years to decades. The option to dump them anywhere and forget about them is nice to have even if you don't intend to do so.
 

Offline AbuDhabi

  • Sub-Lieutenant
  • ******
  • Posts: 104
  • Thanked: 2 times
Re: What's the ideal way to deisgn Fuel Tankers?
« Reply #12 on: October 27, 2016, 12:50:35 AM »
I frequently put 120 or 240 months of deployment time on my military ships, especially gravscouts. Simply to avoid getting annoyed when morale starts dropping because operations have extended beyond the anticipated time.
 

Offline DIT_grue

  • Lieutenant
  • *******
  • D
  • Posts: 197
  • Thanked: 33 times
Re: What's the ideal way to deisgn Fuel Tankers?
« Reply #13 on: October 27, 2016, 12:56:27 AM »
Thanks, you all, however I have an important question, how much is the Deployement Time supposed to be?

For fuel tankers?
  • If there are roleplaying considerations, whatever those require. ("All ships of the xkg't*!lh Mageocracy must have a Deployment Time of exactly 11.42 months." "I try to give everything enough Deployment Time to handle their expected missions, even when the game mechanics don't enforce it.")
  • If your primary design goal for the class is 'tiny' (usually meaning a support boat to let your fighter wing go further) then either the smallest value the program will register, or as much as you can squeeze in without going over your weight limit (if it needs to react under combat conditions).
  • For every other case (so probably 99% or more of the time) you want three months, so it can qualify as commercial.
 

Offline AbuDhabi

  • Sub-Lieutenant
  • ******
  • Posts: 104
  • Thanked: 2 times
Re: What's the ideal way to deisgn Fuel Tankers?
« Reply #14 on: October 27, 2016, 02:01:32 AM »
For every other case (so probably 99% or more of the time) you want three months, so it can qualify as commercial.

Huh? Since when do commercial ships have to have 3 months deployment times?