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Topics - Sax

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Do anybody make them? I myself rely a lot on support ships to repair my ships, especially my fighters. I usually have 2 kinds of support ships. Repair and fuel/ammo. It works like a charm, sure they die if they get targeted but that's why I normally use a targeting sensor to give the repair tool it's needed extra range.

I have this lovely combo that I made, going to upload it on the design page in the future when I improved it and got it perfect/almost perfect. It's a support ship(scale 35), with repair. It has one medium sized repair with a large targeting sensor linked to it. Then some generators and all that, but it also has flak cannons. So when the AIs swarm me wiith small ships. The duos of those ships just repair each other while they slaughter the ships. I thought first it would be a bad idea, but it worked better than I thought. Especially when they were in a fleet with other combat ships. They tend to repair the other ships than their own kind, which is sometimes annoying but also handy.

So do you guys do anything similar? Or do you just spam normal combat ships instead?

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Suggestions / Being able to put designs in categories/folders.
« on: November 07, 2010, 11:35:12 AM »
As the title say, I think it would be a nice little addition to the ship designer.

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Suggestions / Power Conduits?
« on: October 16, 2010, 10:33:14 AM »
What do you guys think about having this in the game? My idea of it would be that you could draw lines from your generator to a specific sub-system(s) to prioritize/slightly boost(depending on what kind of sub-system) it. For an example, I hook up my AM-Generator to my jump drive, I get slightly less charge up time, at the cost of some resources. The same could work on the current super weapon.

I think it could be cool if you for an example, hook up your generator to your laser weapon, it will get a slightly faster fire-rate or something like that. I don't mean it to be like the back up power, it's actually "lines" that you can draw in a straight line or 45/90 degrees turns.

And the costs of the "cables" will of course be scaled by the size of the design and the length they are.

I myself, would love to have this in the game. It would add a little more depth to the whole designing your own ship.

I almost forgot, I have another suggestion (that will probably come later). To add more kind of settings for the ship AI, for an example what kind of scale (max) the design should prioritize to destroy/repair.

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Strategy / Strategy for haulers?
« on: October 15, 2010, 05:37:53 PM »
How many in average haulers do you guys have per solarsystem in mid/late-game? And what scale? Blueprints would be handy.

The reason I made this thread is to, see if anyone actually tries to use haulers. At least for me they seem pretty useless, I try to use them. But after a while it either ends up that spaceports are so much better or that they just idle for a reason that is unknown to me.

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