Now you can't. Building more ships means they wont be finished until many years later when they are obsolete and already worthless.
not if they are faster to build, which was my point.
2.) 20% launchers, 63.5% engines
63 % is too much. it should be 50 % max (maybe 40 or 45 % would be better in your case). which would give you 33 % (or more) launchers - that's a big difference! try it and post the complete designs (like i did below) with all values, not just speeds.
I think it would be better if you presented two designs where this tactic is applied and we can discuss it from there. Becasue I'm not sure I fully understand exactly how you envision this to be superior, and as I said before I don't think it will be a the one that fit all solutions.
good idea! and yes, it doesn't fit all solutions. but the point is,
the cheaper engines with less fuel usage and research cost should never (or rarely) be equal or in every regard better to something more expensive.since people complained when i used higher tech examples and slow engines, i created 2 engines for testing. these are HS 50, their research cost was 2,250 (A)and 6,000 (B). the result is quite interesting...
missile1 class Cruiser 10,000 tons 208 Crew 1358 BP TCS 200 TH 1200 EM 0
6000 km/s Armour 3-41 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 7 PPV 24
Maint Life 2.01 Years MSP 594 AFR 114% IFR 1.6% 1YR 196 5YR 2936 Max Repair 225 MSP
Intended Deployment Time: 12 months Spare Berths 1
Magazine 549
600 EP Magneto-plasma Drive - x 0.75 - FE 0.12 (2) Power 600 Fuel Use 12.18% Signature 600 Exp 7%
Fuel Capacity 500,000 Litres Range 73.9 billion km (142 days at full power)
Size 6 Missile Launcher RoF 30s (4) Missile Size 6 Rate of Fire 30
Missile Fire Control FC552-R16 (1) Range 553.0m km Resolution 16
missile2 class Cruiser 10,000 tons 209 Crew 1658 BP TCS 200 TH 1200 EM 0
6000 km/s Armour 3-41 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 7 PPV 24
Maint Life 1.95 Years MSP 725 AFR 114% IFR 1.6% 1YR 250 5YR 3749 Max Repair 600 MSP
Intended Deployment Time: 12 months Spare Berths 0
Magazine 549
1200 EP Magneto-plasma Drive - x1.5 - FE 0.69 (1) Power 1200 Fuel Use 68.89% Signature 1200 Exp 15%
Fuel Capacity 3,000,000 Litres Range 78.4 billion km (151 days at full power)
Size 6 Missile Launcher RoF 30s (4) Missile Size 6 Rate of Fire 30
Missile Fire Control FC552-R16 (1) Range 553.0m km Resolution 16
war tonnage is actually the same on both designs, because all the advantage of B's smaller engine is eaten up by the larger fuel tank required to achieve the same range. you pay 22 % more for nothing. obviously, if we reduce range it gets better.
we've just seen that better fuel usage techs are in favor to the more powerful engines. this suggests that it becomes even worse in later tech levels.
so lets use a design from my current game instead, shall we? missile A is a design that i'm using right now. both drives used are internal confinement fusion drives and have HS 50.
missile A class Cruiser 10,000 tons 199 Crew 1083.4 BP TCS 200 TH 960 EM 0
4800 km/s Armour 2-41 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 10 PPV 30
Maint Life 4.07 Years MSP 677 AFR 80% IFR 1.1% 1YR 66 5YR 983 Max Repair 192 MSP
Intended Deployment Time: 24 months Spare Berths 0
Magazine 630
Comm Drive 0480 EP - FE 0.006 (2) Power 480 Fuel Use 0.62% Signature 480 Exp 3%
Fuel Capacity 50,000 Litres Range 145.2 billion km (350 days at full power)
Size 6 Missile Launcher RoF 30s (5) Missile Size 6 Rate of Fire 30
Missile Fire Control FC552-R16 (1) Range 553.0m km Resolution 16
missile B class Cruiser 10,000 tons 271 Crew 1743.4 BP TCS 200 TH 960 EM 0
4800 km/s Armour 2-41 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 10 PPV 48
Maint Life 3.73 Years MSP 1090 AFR 80% IFR 1.1% 1YR 122 5YR 1833 Max Repair 288 MSP
Intended Deployment Time: 24 months Spare Berths 1
Magazine 1023
Mil Drive 0960 EP - FE 0.035 (1) Power 960 Fuel Use 3.49% Signature 960 Exp 6%
Fuel Capacity 250,000 Litres Range 128.9 billion km (310 days at full power)
Size 6 Missile Launcher RoF 30s (8) Missile Size 6 Rate of Fire 30
Missile Fire Control FC552-R16 (2) Range 553.0m km Resolution 16
missile B has 60% more missile launchers. it has 100% more fire controls and 60% more missile storage. the rest is about the same. well, except that it needs almost 6 times as much fuel. design B build costs are 64 % higher than design A.
all in all, design B is just 60 % "more". 60 % more weapons, 62 % more missiles and 61 % higher costs which also means 60 % longer build time. ship range is 10 % less. it has one advantage, which is one fire control per 4 launchers instead of one per 5 launchers (i couldn't give it 1.6 fire controls...). but it needs about 3 times as much fuel to move one launcher around, the engine was more expensive to research and you have no backup if you lose one engine. it also has a shorter maint life, but that's probably due to the better fc coverage so lets ignore this.
instead of building 10 missile B you could as well build 16 missile A. if you increase armor to 5, design B build cost are only 54 % higher. so you would have a 5 % cost advantage here. but i usually don't put armor on missile ships. if armor is reduced to 1, design B is in compare even more expensive by 2 %. if you use shields it doesn't matter. if you want a faster ship, both engines are higher power, but missile B loses more war tonnage to increased fuel tank requirements.
also note that 10k is the optimum tonnage in favor of the stronger engine. if the ship is smaller, you build one larger engine with lower power and get additional fuel savings from engine size.
at last i'll repeat it:
the cheaper engines with less fuel usage and research cost should never (or at least rarely) be equal or in every regard better to something more expensive.