VB6 Aurora > Bureau of Ship Design

Q-Ship, anti-piracy design

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Demetrious:

--- Quote from: skoormit on May 17, 2021, 09:26:32 AM ---
--- Quote from: Lord Solar on May 16, 2021, 07:16:50 PM ---
The second vessel can be really any good combat ship of your choice carried by the mothership. Just make sure it has a lot of self-maintenance capacity as commercial hangers don't freeze maintenance.

--- End quote ---

You only need enough self-maintenance capacity on the parasite to handle sortie deployment time.

The carrier will feed MSP to the parasite while it is in the hangar.

--- End quote ---

I feel that intelligent use of MSP supply, as enabled by the glorious new world of non-military Maint. Storage bays, is badly under-utilized by most players. To say nothing of Main Engineering allowing a Chief Engineer's bonus to be applied to regular maint. checks; the maintenance life entry on a ship's summary is a useful estimation, but far from a hard and fast rule. The wiki doesn't spell out how overhaul mechanics work, but does say something about breakdowns - and thus MSP consumption - becoming more frequent once a ship exceeds that maint. life. But with a supply tender, continuing to supply MSP to power through those failures is fairly trivial. Between that, normal consumption of MSP from failures and simple operational flexibility (operating at top speed away from your tender) getting a reasonable maint. life on your designs is good - especially since it reduces overall consumption of MSP, which is not free in either minerals or wealth to produce - but it's not a hard limit on your operational deployments.

Deployment Time, on the other hand, is a bit stiffer - it can't be extended in such a fashion and the only ways to reduce it are to either visit a colony with more than 50,000 people, or visit a Recreational Module - which is a 100,000 ton component, and thus not easily tugged long distances into deep space! Neither of these are actually difficult to achieve - it's quite conceivable to bring a few Mass Conveyors full of LG infrastructure and two/three colony ships to slap down a casino town on the first convenient rock, I've done it - but it's not nearly as easy as just attaching a fuel tanker and supply tender to your exploration or battle fleet. I've taken to giving my warships three years of deployment time and two years of maint. time, with the understanding that they'll have a supply tender attached for any serious long-term operations and that intensive combat will see that nominal two year onboard MSP supply consumed significantly faster anyways. This works out very well for exploration fleets; my exploration vessels in this current play-through have ten years of deployment time, four years of maint. time and are supported by a tender with more than enough MSP to see them through all ten years. In practice they come home after 5 or 6 years out simply for fuel, but now that I have yards producing standardized jump tankers I can fix that.

The best part is, this is all fairly balanced because, as I mentioned, MSP is not free, in either wealth or mineral terms, and you consume a steady amount of it just keeping your navy maintained.

Garfunkel:
You posted this in the VB6 version of Design Bureau.  :P

Lord Solar:

--- Quote from: Garfunkel on May 17, 2021, 12:11:17 PM ---You posted this in the VB6 version of Design Bureau.  :P

--- End quote ---
Whoops, my bad. I didn't notice.

Garfunkel:
No worries mate, just that I got excited that someone is still playing VB6 enough to make a post here about their ship designs  ;D

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