Slightly OT.
Quote:
Alneyan said:I will let the case of the OA for a defender of the Organic trait, as I would be hard pressed to say anything in its famour (well, besides saying it is virtually free, and has the highest hitpoints per kt rating)
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Thx for the advice... hrm, organic trait is the only trait I would really consider taking in this kind of game. Combined with a high build rate and organic weapons, you could build ships really fast.
I wonder if anybody has figured the exact optimal percentage to put your build rate to. (4/3) * (3/2) (build rate percentage of 134% times emergency build) gives you 2. So a 2 turn colonizer would take 1 turn with a 134 percentage rating in build. Combine with hardy industralists, and you only neeed to beef up your build rate around 10% or so.
However there's population modifiers too. And, maybe ships that will take 3 turns will take two turns with emergency build with 33% setting... it would be advantageous to be able to build a destroyer in one turn in emergency build. Does anybody know the min/org/rad rate of an average destroyer (basics, armors, ecm, engines, sensors, self destruct and DUC equipped) and how much your build rate has to be beefed up to do this properly? I could figure it out, and probably will end up doing it too lol.
Would also be nice to know the min/org/rad cost of an average organic destroyer (organic armors and weapons) and how much you need to beef up your build rate to build one of these in one turn... I imagine far less than the standard destroyer.
Anyway if nobody is willing to share this stuff, I'll start doing field testing on my own and post my results =)
Brian