Posted by: Erik L
« on: August 26, 2011, 01:47:06 PM »How many and which minerals do you need for maintenance?
The bottom half of the Mining tab on the Economics screen shows that info.
How many and which minerals do you need for maintenance?
The only difference between ships and bases in this game is the engines. As far as design work goes they are the same thing. I have often used older ships for jump point defense as their speed is not a major factor. In fact I often pull about half their engines out in a refit for more weapons to take advantage of that sensor blindness from jumping in. It is an especially usefull thing to do with ships that have a really good crew grade. If I scrapped them the crew would be moved back into the pool where their high crew points would be mostly wasted. This way they stay together and I get the benifit of their skill.
Brian
The only difference between ships and bases in this game is the engines. As far as design work goes they are the same thing. I have often used older ships for jump point defense as their speed is not a major factor. In fact I often pull about half their engines out in a refit for more weapons to take advantage of that sensor blindness from jumping in. It is an especially usefull thing to do with ships that have a really good crew grade. If I scrapped them the crew would be moved back into the pool where their high crew points would be mostly wasted. This way they stay together and I get the benifit of their skill.
Brian
Even with these limitations the maintenance modules are very helpfull in establishing forward bases near a point that you want to picket. If you have a ship near the jump point for example you can tell when someone comes through and then mobilize the fleet sitting at the colony based on a handy asteroid to move in and take the enemy out.
As i know, they must be on orbit of a colony to work. Any colony will work even with no population. Do not forget to drop some maintenance suplies on that colony.