Ship Designs and Speed

Pentium

Digital Matter
Joined
Nov 24, 2004
Messages
2,673
Location
Ljubljana, Slovenia
I'd just like to now how many engines do you fit on your ships. I noticed that the original designs usually have no engines (so they have a speed of staggering 1 pc/week), but my design usually have speed of 5 or 6. Of course, they are a little weaker, but otherwise it takes forever to reach an enemy planet or defend more than one System with a single fleet. Do you find ship speed as useful as me or am I simply playing on a too low level? I like research and influence more than war, tho.
 
For me it depends on what the ship is needed for... For colony ships, constructors, troop ships, and freighters I pack as many engines in as I can, and usually no weapons or defenses.

For war ships I tend to go with one or two of the most advanced engines I have at the time and balance the needs of the weapons/defenses with speed. 4-5 is usually the speed I end up with.
 
Pretty much the same as Mr. Smith, all of my utility vessels get as many engines as can be packed on, particularly Constructors and Troopships. Ideally, I want them to reach their target in one move.

Warships get 2 of the latest engines available, then 1 or 2 defense modules, and as many weapons as I can cram on. If there's a bit of space left, I'll try to add a support module.
 
Engines cut into the amount of space you have for "stuff" so any ship designed for planetary defender usaully doesn't get any extra ones.

Most ships usually add in one of the latest and greatest engine designs. While I also design some special interceptor type ships with multiple engines.
 
Yeah, 2 engines is what I usually end up with too. My planets usually don't get much defense, 1 defender is enough with some support from fast fleets guarding the area.
 
It depends on my ship designs, either a speed of 2/3 for defenders, 5-7 (or upto 13) for warships, or as high as possible for transports, constructors, etc.
 
i think the biggest factor is the size of the galaxy .... if you are on a gigantic map than you going to need some serious engine power .... on a small map than 1 engine will suffice
 
I disagree, Selous. I find that on any size map all ship classes that are not purely used for planetary defense benefit from more speed. More speed means that you will likely be able to get to attack rather than defend.
 
That depends for what your ships are for. Warships benefit from speed in every galaxy, while Freighters need less speed in smaller ones.

A factor that changes more dramaticly in Gigantic maps is range. You'll need a ship with a lot of support to get anywhere. Especially trade ships need range more than speed.
 
I have a few designs that have 3 hyperwarp engines ( the last class ) and those ships go about 19 pc/week. But most often that not, if its a small ship, theyll have either 2 previous gen engines or one current gen engine, just to balance out the speed and costs. I like to have my ships beat the crap outta everyone, not be able to run away from them at high speeds
 
Hm, I must say that most of my larger warships rely more on firepower and defence than speed. Exceptions are met by my custom fast attack cruiser and battlecruiser designs. So basicaly I build both slow, sluggish battle beasts as well as lean attack craft. So the span goes from no extra engines (since star bases in my home systems often provide speed boni anyway) to 5-9 parsecs.
That's what two engines produce at my present tech level (4+4+1)

Freighters are fitted with the fastest available- the safest way for a freighter to stay alive is speed, IMO.

Constructors get somewhat medium speed combos- after all they dissapear after being used and are merely meant to reach the star bases for upgrade purposes. Since I usualy play on tight cluster maps the travel time usualy takes around 2 to 3 turns max. I wouldn't want to spend too much in cosntruction cost for something that will meet its end within a few turns.

Troop Transports: Now here it gets interesting. I use armed transports with a few different outfits. Design A carries 2 troop pods (2000 troops) and enjoys fastest possible engines (after the weapon space is considered, of course).
Design B instead carries 5 troop pods, its weaponry - and whatever space is left is used for engines (you can imagine that does only leave one engine, if any). Both designs are useful, depending on how far and how safe the travel to the enemy target can be carried out. The slow ships usualy need heavy escorts to fend off enemy attacks, but with their 5000 troops they are just amazing in ground attacks!!!
 
with the constructors, I make two kinds. Ones basically the module + support + all the engines I can stack on for speed. I call it resource grabber.

other build I call 'cheep constructor' designed with just the module and these are the ones that build up the bases, while the first type lets you compete/get jump on AIs for those resources.
 
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