Supercapital, Top secret
Supercapital, Top secretDouble super secret?
I've always wanted to run a game Long enough to get a military yard upto a million tons so I had some ships large enough to justify using some exotic name for the class.I left a shipyard with one slipway going on continuous expansion only wanting to get it to about 200k, and after a few years I looked at it but it was already over half a mil. If I would have kept letting it grow, it probably would have been there by now and I only have the first time/cost tech.
Corvettes are built to lower standards, using commercial engines and less advanced weapons.
Damn, some of you guys make huge ships.Yeah, definitely.
Shouldn't it be the other way around ?
Military engine with biggest power modifier possible, many weapons, but almost no defences ( aside speed ) and paper thin armour ? Corvettes in my book should be typical glass cannons capable of dishing out huge damage ( especially given their low tonnage ) but dying if someone just looks at them funny ...
But the thing is, larger ships are more efficient with armor costs, build time, and crew requirements.
To a certain degree, sure. But it's a lot more efficient to have 5 40,000 ton ships, one of which spends 5,000 tons on a jump drive, than it is to have 1 200,000 ton ship with a 25,000 ton jump drive. Similarly, it's cheaper to build a 40,000 ton naval shipyard and keep it constantly producing than build a 200,000 ton one and use it a few times. Not to mention the very real risk that your 200,000 ton flagship will be severely outdated by the time you finish building it, or in the middle of a maintenance overhaul when an enemy shows up.If you haven't tried it yet, I recommend it. Here is where you are mistaken on some things. 1) 5 40,000 ton ships can jump with a single 5,000 ton drive, however the 25,000 jump drive can also jump 5 200,000 ships. 195,000 tons of ship excluding JD on one side, 975,000 tons of ship the other. An exact factor of 5. 2) While yes, it is cheaper to build a single 40,000 shipyard over a single 200,000 ton one, the 200k one will build ships faster as well as it can grow while producing ships. 2.5/3) You are severely mistaken on how long t takes to build these ships. Most of the time, my destroyers and cruisers can build faster than my frigates, but I have more frigate slips to compensate. And it being in overhaul is the same risk any other ship no matter the size has. And like Iranon said, shields in bulk (only able to do well in large ships) can make it so nothing can even touch the ships.
If you haven't tried it yet, I recommend it. Here is where you are mistaken on some things. 1) 5 40,000 ton ships can jump with a single 5,000 ton drive, however the 25,000 jump drive can also jump 5 200,000 ships. 195,000 tons of ship excluding JD on one side, 975,000 tons of ship the other. An exact factor of 5. 2) While yes, it is cheaper to build a single 40,000 shipyard over a single 200,000 ton one, the 200k one will build ships faster as well as it can grow while producing ships. 2.5/3) You are severely mistaken on how long t takes to build these ships. Most of the time, my destroyers and cruisers can build faster than my frigates, but I have more frigate slips to compensate. And it being in overhaul is the same risk any other ship no matter the size has. And like Iranon said, shields in bulk (only able to do well in large ships) can make it so nothing can even touch the ships.
3) There's diminishing returns to shipyard build rate; larger ships take considerably longer to build. If your bigger ships take longer than your smaller, then you've got something odd going with their designs.You post got a little confused here it seems, but I take it you mean that smaller ships should build faster than bigger ships. Let me show a quick example I threw together to illustrate how build times scale with ship size:
Regarding building rate: On the same capacity, (1 shipyard with 1 100.000t slipway vs. a shipyard with 10 slipways of 10.000t), large ships build more slowly.
You can also split the latter into multiple yards for more flexibility, but note that this increases manpower needs (there's a fixed million per shipyard in addition to manpower proportional to the total capacity).