Posted by: UnLimiTeD
« on: August 09, 2010, 05:51:33 PM »After all those guessing and all the discussion, Steve comes in, and suddenly, knowledge.
See the light!
See the light!
I'm finally far enough into a game to start researching some of the less straightforward techs, because guns and engines have gotten too expensive. I'm not clear what some of them do. I'm using 4.91.That's an old tech that is no longer in the database, at least not for v5.20 anyway.
1) Maintenance Production X SP per annum - first of all, the number in the title and in the description don't match. Second, I initially thought this meant maintenance facilities automatically made X amount of maintenance supplies, but this does not seem to be the case. In fact, supplies are made by devoting construction factories. So, what does this do?
2) Max Tracking Time Bonus vs Missiles - I gather this allows better targeting of missiles relative to speed. But is this for the whole fleet, based on how long the long range sensors have tracked the missiles, or per ship, based on how long the fire control has targeted the missile?Its based on the time you have been tracking the missile contact with any active sensor.
3) So far I've never built a salvage ship. Are the more advanced salvage modules just faster, or is there some other advantage?They salvage faster. There is no other advantage.
Quote from: "randal7"Quote from: "Erik Luken"Maintenance Supplies X per Annum tech.
When you give a ship the order "Resupply at colony" it draws from the maintenance supplies which are made by construction factories in a manner similar to fuel. No supplies on the colony, and the ship won't resupply. These are the supplies used while the ship is out of dock.
I'm still unclear on the benefit of this tech. Are you saying ships use fewer maintenance supplies as "X" gets higher? As in, this is the supply equivalent of the fuel efficiency tech line? I like the idea, but the name and description suggest something else.
From the game:
Maintenance Production 60 SP per Annum
2000 RP
Increases production of maintenance supplies by each maintenance facility to 12 supply points per year.
I am still in 4.91; is this tech maybe broken in this version? Or am I just not getting it because I'm looking at it cockeyed somehow?
That means you produce 12 instead of 10 pts. It increases the output.
Maintenance = Supply points. They are made by construction factories.
Quote from: "Erik Luken"Maintenance Supplies X per Annum tech.
When you give a ship the order "Resupply at colony" it draws from the maintenance supplies which are made by construction factories in a manner similar to fuel. No supplies on the colony, and the ship won't resupply. These are the supplies used while the ship is out of dock.
I'm still unclear on the benefit of this tech. Are you saying ships use fewer maintenance supplies as "X" gets higher? As in, this is the supply equivalent of the fuel efficiency tech line? I like the idea, but the name and description suggest something else.
From the game:
Maintenance Production 60 SP per Annum
2000 RP
Increases production of maintenance supplies by each maintenance facility to 12 supply points per year.
I am still in 4.91; is this tech maybe broken in this version? Or am I just not getting it because I'm looking at it cockeyed somehow?
Maintenance Supplies X per Annum tech.
When you give a ship the order "Resupply at colony" it draws from the maintenance supplies which are made by construction factories in a manner similar to fuel. No supplies on the colony, and the ship won't resupply. These are the supplies used while the ship is out of dock.
1.) Maintenence modules on a planet have changed since this was written. What they do now is provide a place for ships in orbit to not run up the time on thier clocks. The catch is that the ship has to be no larger than the tonnage listed on the summary screen to benifit from this. While it may not sound like much it has a big impact on the game. Ships in orbit under this limit can stay there ready for combat without using up their maintenance supplies and increasing the time on the maintenance clock. The increasing time is important because the longer a ship has been out the greater the chance of having a maintenance failure is. If I recall the originall post the failure rate listed on the ship design screen is for a ship that has been out for 1 year. At 2 years it would be double that, three years tripple, ect. You can see how having the ships in orbit without this can be very important.
Brian