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August 3rd, 2000, 07:25 AM
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Corporal
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Getting rid of excess ships
How do I get rid of excess.obsolete ships??
Wingte
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Wingte
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August 3rd, 2000, 04:47 PM
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Re: Getting rid of excess ships
I have been 'Retrofitting' my older ships. First you need a 'new-upgraded' design saved. Then move the old ship to a location with a space yard (it can still be building something else at the time so this will not even take up production queue space!)
Then there is a button across the top that looks like a recycle symbol. This is brings up the mothball, scrap, retrofit screen (or whatever it is called). Hit the retrofit button, choose the new design and the ship is 'retrofitted' with no delay...
But there are two catches that I have seen. First the new model can not be more than 50% more expensive than the original model and secondly, after you hit the retrofit button even though all of the new components are now installed on the ship, they are all DAMAGED and must be repaired before they can be used (and this can take a few turns).
Oops. Of course you could use this same screen to just "Scrap" the ships. It tells you the scrap value before hand, but it is a LOT more cost effective (IMHO) to retrofit if possible.
Also, if you capture an enemy ship you can "Analyze" the captured ship in an attempt to gain technology.
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The Grumbling Grognard
[This message has been edited by Scott Clinton (edited 03 August 2000).]
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The Grumbling Grognard
I never could understand how an animal could gnaw it's own leg off... Then I got married -- Henny Youngman (King of the One-liners)
God said to me: I'm gonna kick your *** 'cause all you do is ask, ask, ask! -- Ian Hunter
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August 3rd, 2000, 09:39 PM
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Re: Getting rid of excess ships
I generally don't scrap either. Retrofit is the best and actually easiest way. However, once in a while I really do have a ship I don't want. Then scrap works just fine.
But, if you retrofit too many at once, you might have trouble paying for maintenance and end up "abandoning" ships due to poor maintenance. Make sure you have enough excess resources (Empire Status button) before you retrofit.
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August 5th, 2000, 03:20 PM
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Corporal
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Re: Getting rid of excess ships
Why would I want to keep those tiny Escorts and Frigates that were all I could build at the start of the game?
I can understand keeping the Destroyers since they can be turned into colony ships and then disposed in a really useful way.
Hmnn,, wonder if it would be worthwhile turning the Frigates into robo miners??
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Wingte
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Wingte
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August 5th, 2000, 05:54 PM
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Re: Getting rid of excess ships
It's true that smaller ships become less and less useful as the game progresses. Shields, combat sensors, ecm, and other goodies become more and more essential just for the ship to survive, and a frigate barely has room for these if it is going to have any weapons to defend itself with. But there are still a few missions that a frigate might perform in the mid game. Scouting is one. It can be an unarmed scout. Especially with a cloaking device, which can substitute for all the other defenses it would normally need. Smaller ships have one advantage over larger ships, they are CHEAPER. So having frigates and destroyers fitted with cloaking devices and long range scanners to watch your enemies can be better than cruisers. Also, there might be a need for medical missions. If your planets develop plague, you have to send a ship with a medical bay to deal with it. A frigate can carry a medical bay as easily as a battleship, and it costs a lot less.
[This message has been edited by Baron Munchausen (edited 05 August 2000).]
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August 5th, 2000, 09:38 PM
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Re: Getting rid of excess ships
Well...
Something I am sure I am not alone in doing is refitting my obsolete (ie too damn small) ships with nothing but engines, armor and as many colbalt warheads as they can hold. Even a small frigate packed with warheads can KO a basestation on a suicide run!
Only downside is those colbalt warheads are expensive!
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The Grumbling Grognard
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The Grumbling Grognard
I never could understand how an animal could gnaw it's own leg off... Then I got married -- Henny Youngman (King of the One-liners)
God said to me: I'm gonna kick your *** 'cause all you do is ask, ask, ask! -- Ian Hunter
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August 5th, 2000, 10:39 PM
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Re: Getting rid of excess ships
Frigates make good mobile miners.
I generally don't even build escorts, too small. But if I do, they generally don't survive long.
Instead, I research the frigate size ship right away and then build them.
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August 9th, 2000, 10:02 AM
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Re: Getting rid of excess ships
interesting.
i just went through the 100 turns that the demo allows, came in first, but i don't think i even researched anything beyond frigate. i understand that in later game tactics that you need those space-consuming peripherals to keep up with the jones', and there's something to be said for trying to get most efficient use out of those components by having lots and lots of guns on board.
but before you get to those, there's really only one difference between a big honkin' ship and many small ones: the big ship is easier to hit, easier to target, easier to corner, and is a bigger loss if something goes wrong. with a large fleet of smaller ships, if someone gets a lucky shot in, big deal. i've got a bazillion other ships there waiting to blow you to smithereens.
i should probably keep my mouth shut. someone's liable to bLast me with my own advice.
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August 9th, 2000, 03:44 PM
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Re: Getting rid of excess ships
I have played A while and what I like is A Cruiser outfitted with organic armor, long range weaponry, and close to 500 points of shields. that in a fleet along with about 3 Light Cruisers outfitted similarly, but with fewer shields, and shorter range weapons. The reason I use 500 shields is the stinkin computer uses a wave motion gun and sends them one at a time into combat. My Cruiser can take the one hit with the WM gun and live to kill about it, and the Lc's can also move in behind the cruiser and bLast the stinkin jerk out of space. The Ai only uses Light Cruisers, so this strategy works well.
That's how I help the enemy with their excess ships.
[This message has been edited by AaronEdward (edited 09 August 2000).]
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August 10th, 2000, 12:29 AM
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Re: Getting rid of excess ships
quote: Originally posted by Machetti:
interesting.
i just went through the 100 turns that the demo allows, came in first, but i don't think i even researched anything beyond frigate. i understand that in later game tactics that you need those space-consuming peripherals to keep up with the jones', and there's something to be said for trying to get most efficient use out of those components by having lots and lots of guns on board.
but before you get to those, there's really only one difference between a big honkin' ship and many small ones: the big ship is easier to hit, easier to target, easier to corner, and is a bigger loss if something goes wrong. with a large fleet of smaller ships, if someone gets a lucky shot in, big deal. i've got a bazillion other ships there waiting to blow you to smithereens.
i should probably keep my mouth shut. someone's liable to bLast me with my own advice.
Remember, the real capital ships are not available in the demo. The cruiser is the largest thing you can get. While it's true that there are certain advantages to small ships, such as a free defense bonus and the simple fact of extra targets making for more chances to miss, there is an "economics of scale" with the larger ships. They do more damage per ton due to both less duplication of ship control and engines and the increasing power of weapons mounts. This "small ships" strategy may not hold in the full game, especially after combat sensors are fully researched. And anyway, you need larger ships for a lot of non-combat functions. Medium and large transports are much more effective for their maintenance costs than small transports, for example, and you need at least a battle cruiser to mount most of the Stellar Manipulation technology.
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