Posted by: Jorgen_CAB
« on: November 11, 2016, 03:31:52 PM »There are many ways you can handle sensors and it probably boils down to preference but I will try and explain some of the approaches.
Some like to build command ships that have sensors that use the same range and resolution as the missile fire-controls on the ships in the same task-force. You then also put some backup sensors on your missile ships, perhaps not as strong but at least strong enough to act as a backup.
Some might build a large sensor ship that have very strong sensors but can stay way behind any powerful task-force. Though such sensors are expensive to research, especially in the early game so I would not recommend that right now.
My personal favorite are large numbers of scout ships with weaker sensors that I can scatter around in a starsystem or around a task-force, this will keep my task-force hidden from prying eyes for as long as possible. It also allow me to strike with long range missiles from distances most enemies can't scan or fly in waves of fighters releasing missiles at closer range.
In this tactic I usually employ destroyer groups as offensive scouting. Destroyers are about 2/3 defense and 1/3 offense but can switch mission and be loaded with missiles for heavy offense. Each destroyer have a 500-1000t hangar and keep 2-3 different scout crafts. It is the scout crafts that do the main spotting with active sensors and the destroyers main job is to engage enemy FAC/fighters but can also target larger ships in conjunction with carrier and cruisers that stay in the main task-force. The destroyer have decent active sensors to spot fighters and FAC, so usually resolution 1/5/20 sensors systems... but not gigantic sensors, their scouts are the primary source for spotting enemies and mount 5/20 and 100 resolution sensors and some EM passive. The destroyers also have some IR and good EM passive sensor systems. Each destroyer group usually have a destroyer leader with a slightly better IR/EM suite and a dedicated resolution 1 active system.
I also deploy smaller, slower and shorter ranged frigates who are like destroyers mostly for defense and their job is to escort my support ships and sometimes even protect my carriers (they usually are slower in speed as well). Having low range is not really a great drawback when you escort the one with the fuel in the first place.
I tend to use missile as my main offensive weapon branch but I don't neglect beam weapons for close in defense and PD. You will always need to guard or force yourself through a Jump Point at some point.
In general I like to use smaller less expensive crafts to scout. They are cheaper to replace if caught in a bad spot, harder to detect and usually fast enough to avoid problems if they do occur, but most importantly they keep the more important ships away from any danger.
You should not worry so much about redundancy in the fuel tanks, just mix larger with smaller fuel tanks and you should be fine. You should worry about your ships eating more fuel than you really need and build more fuel efficient engines. In general you should be fine with 15-25 billion km range on most combat ships, just keep some fuelers nearby on missions far away. As Iranon said... compromise some mission tonnage for cheaper engines and better fuel economy can often be more efficient since such ships are cheaper and you can instead have more of them. Better fuel economy also mean you need less tankers and industry to harvest the fuel.
Obviously having limited resources in technology is what decide how complex you can make your fleet. Just realize that putting research into large engines, weapon components and sensors etc.. in the early game is VERY expensive. Keep it simple for now is my advice until you have a stronger economy and more powerful research potential.
Some like to build command ships that have sensors that use the same range and resolution as the missile fire-controls on the ships in the same task-force. You then also put some backup sensors on your missile ships, perhaps not as strong but at least strong enough to act as a backup.
Some might build a large sensor ship that have very strong sensors but can stay way behind any powerful task-force. Though such sensors are expensive to research, especially in the early game so I would not recommend that right now.
My personal favorite are large numbers of scout ships with weaker sensors that I can scatter around in a starsystem or around a task-force, this will keep my task-force hidden from prying eyes for as long as possible. It also allow me to strike with long range missiles from distances most enemies can't scan or fly in waves of fighters releasing missiles at closer range.
In this tactic I usually employ destroyer groups as offensive scouting. Destroyers are about 2/3 defense and 1/3 offense but can switch mission and be loaded with missiles for heavy offense. Each destroyer have a 500-1000t hangar and keep 2-3 different scout crafts. It is the scout crafts that do the main spotting with active sensors and the destroyers main job is to engage enemy FAC/fighters but can also target larger ships in conjunction with carrier and cruisers that stay in the main task-force. The destroyer have decent active sensors to spot fighters and FAC, so usually resolution 1/5/20 sensors systems... but not gigantic sensors, their scouts are the primary source for spotting enemies and mount 5/20 and 100 resolution sensors and some EM passive. The destroyers also have some IR and good EM passive sensor systems. Each destroyer group usually have a destroyer leader with a slightly better IR/EM suite and a dedicated resolution 1 active system.
I also deploy smaller, slower and shorter ranged frigates who are like destroyers mostly for defense and their job is to escort my support ships and sometimes even protect my carriers (they usually are slower in speed as well). Having low range is not really a great drawback when you escort the one with the fuel in the first place.
I tend to use missile as my main offensive weapon branch but I don't neglect beam weapons for close in defense and PD. You will always need to guard or force yourself through a Jump Point at some point.
In general I like to use smaller less expensive crafts to scout. They are cheaper to replace if caught in a bad spot, harder to detect and usually fast enough to avoid problems if they do occur, but most importantly they keep the more important ships away from any danger.
You should not worry so much about redundancy in the fuel tanks, just mix larger with smaller fuel tanks and you should be fine. You should worry about your ships eating more fuel than you really need and build more fuel efficient engines. In general you should be fine with 15-25 billion km range on most combat ships, just keep some fuelers nearby on missions far away. As Iranon said... compromise some mission tonnage for cheaper engines and better fuel economy can often be more efficient since such ships are cheaper and you can instead have more of them. Better fuel economy also mean you need less tankers and industry to harvest the fuel.
Obviously having limited resources in technology is what decide how complex you can make your fleet. Just realize that putting research into large engines, weapon components and sensors etc.. in the early game is VERY expensive. Keep it simple for now is my advice until you have a stronger economy and more powerful research potential.