Author Topic: Newbie multi role vessel and fighter  (Read 3201 times)

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Offline Alfapiomega

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Re: Newbie multi role vessel and fighter
« Reply #15 on: February 05, 2014, 06:33:37 AM »
Lads, Lads, calm down :D

Yes, I skimped on early missile tech because I got one at the start this game.

Once a few of those low hanging fruit have been researched, the ship above will get its first set of refits and the dedicated missile boat will get designed.

In truth, if I had realised that warhead 3 was a game changer then I probably would have researched it at pre-start, but I didn't and it really isn't a huge deal for me because it will be available so quickly.

As for the fighters, for a number of reasons I'd like my forces to be fighter heavy. I'm perfectly happy to do multiple generations of them because they are far easier to produce than having to re-tool every 6 months; I just have to be really on top of fuel production because I know those engines will be gutsy.

Thanks for all the help so far,

Dave

Just a bit of advice, if you will get the tech so fast, hold on a bit and build the final product when it's ready. From experience I can tell that building and then refitting is sometimes much more complicated than building the final ship a few months later.
"Everything is possible until you make a choice. "
 

Offline Hawkeye

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Re: Newbie multi role vessel and fighter
« Reply #16 on: February 05, 2014, 03:06:28 PM »
A tip re. engines.

I usually lay out the size of my ships when I start a game beforhand.

Say: 6000 ton DD, 9000 ton CL, 12000 ton CA, 24000 ton BB, 36000 ton DN

Ships get 25% engines, so I design a 750 ton engine. DD gets 2, CL 3, CA 4, BB 8 and DN 12

Note:
By the time I am ready to have BB and DN rolling off the assembly line, I usually design a dedicated engine (in that case a 1500 ton engine) for those, but I _could_ use the standard 750 ton ones.
Ralph Hoenig, Germany