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Re: The Ultimate ship design
I would get rid of all the weapons , unless of course the system it is in is undefended and way out beyond your front lines. Doing so will free up more space and you can mine alot more.
When I remote mine I use baseship hulls. I put 2 engines, the LS, CQ, and bridge, and then QR, and possibly a cloaking device. Then I fill the rest up with miners. (One type per ship design.) So for each baseship hull that I build for remote mining I can get a average of over 20K per turn from having it packed full of miners. Your base I'm sure coule average 25-30K in each resource per turn if you packed it out. Just a suggestion. |
Re: The Ultimate ship design
I had thought about that, clearing out the weapons (and related) components. But being this my first time through, i didn't want to desing and easy kill if the AI created a worm hole right to that system. I am building a couple, as waiting for answers has moved slower than my game http://forum.shrapnelgames.com/images/icons/icon7.gif .
I do not have a ship hull large enough for remote mining yet. I got lucky with a conquest, and a ruins, and got my space station tech maxed out early. I was trying to think on more of a long term plan. not so much streching out the resources, as preparing for possible attacks. once the asteroid field was strip mined, I was going to retrofit it to a shipright's yard. Do ship yard components stack? because the 2k limits makes the component stink imo. takes forever to build anything |
Re: The Ultimate ship design
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Re: The Ultimate ship design
The 1% reduction is what miners do in the unlimited resource game, where the resource values are percentages. I don't know what they do in a limited resource game (which you appear to be playing), where the resource values are in kT.
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