A 5k ship could only be reloaded in either a bigger hangar-ship, or through maintenance facilities at a colony. The later, although much slower is the preferred way of doing this for large ships due to obvious reasons relating to the costs of fielding a large carrier.
Ah in that case I guess the best solution if I want lots of launchers going off is just adding 2 or 3 carriers full of boats or fighters with box launchers on them. Good to know that.
Edit: I think there are a few points where a warheads with multiple missiles inside it would be more useful.
Mainly PDC's that for for the reason of being a static target might want to intercept enemies at the highest possible range and that is done better with a multiple stage missile (or a drone) as far as I know.
The other one I can think of is just for the general "hit chance" increase, if you shoot 10 size 10 missiles that turn into 100 or 200 smaller missiles say 0,5m km away from the enemy than that seems to have a much higher chance of connecting.
Than again I'm not entirely sure if a missile below 1 can actually do damage to ship. Probably can, still when you have an option between 2-4 big missiles hitting the target and like 50-80 small missiles hitting even for puny damage it could be good.
Very situational, but good.
AFAIK Aliens mind any active sensor contact they see. So if they see your boy they will probably mind, but not by much given its so small. Roleplaying wise they should care a lot though.
I see, that's why I probably would plop a single buoy that is based entirely on the passive sensors. Plus what I had in mind in terms of deploying it is fooling the ships that are at the gate. I noticed they have a tendency of closely following any military ship that hops in, what I would do than is create a big noticeable, smelly military ship that would hop into the system and go to some remote location. If they followed him than I would just get the buoy dropping ship (cloaked, with reduced emissions and as small as possible) to hop on and go in the other direction, drop off the buoy and get out as soon as possible. Than I would apologize for the whole "big military ship in your home system" thing blaming it all on a miscomunication in the chain of command.
What I was mainly wondering is will they "know" that there is a buoy transmitting everything they do even if it goes undetected (too used to other 4x games doing that).
Lanchester Laws -> keep them concentrated as much as possible (actually, Lancaster laws only indicate a square-dependency of battle winning ability versus unit number, while in Aurora you can also shoot down incoming missiles indicating a much larger exponential factor, i.e. more of an argument for concentration) . Your people will demand a bit of military presence in their home system though, and its prudent to build someone to watch jumpgates though, just in case they sneak past you.
Yeah I thought so. Guess I'll generally have the forces held out inside the choke point, than a smaller secondary task force in the system just behind it and a tertiary one working as the honorary guard for the homeworld.
As for protecting the gates I was wondering about that. I'm actually designing mines to plant at each one but in case of the vital jump gates I might actually construct PDC's next to them.
By the way how does one go about deploying the buoys? Is there an actual component for it that I missed? Or do I just keep the damn thing on a freighter and drop it off at a waypoint?
AFAIK those are just neutral gases that don’t do anything except increasing the atmospheric pressure and adding a little greenhouse effect through that. Used for roleplaying, but not anything else.
I see, oh well.