Does PR need buildable Space Tugs?
Edited by megabalta, 25 July 2014 - 09:51 AM.
Posted 23 July 2014 - 04:43 PM
Posted 23 July 2014 - 05:41 PM
It would be nice to build all kinds of ships, however it's not just about the 2 build interface slots.
Space tugs with their 7 upgrades are actually 8 units in game mechanics (the whole Forces of Corruption expansion pack added a total of 40 units to the original EAW), which takes game performance. If it turns out only 1 in 20 people actually builds them, I think they could be considered redundant.
Posted 23 July 2014 - 05:58 PM
Posted 23 July 2014 - 06:37 PM
Posted 23 July 2014 - 07:22 PM
i don't build them anymore because of their lack of speed at low to even mid levels. a lot of stock capitol ships can outrun them, let alone fighters. although i do have a solution to this problem, though it would take some work.
current build system
Station 1: Fighters, Bombers, Tugs
Station 2: Transports, Freighters, Corvettes
Station 3: Frigates and Cruisers
Station 4: Destroyers
Station 5: Super-Capitol Ships
potential system
Station 1: Fighters and Bombers
Station 2: Corvettes and Frigates
Station 3: Cruisers
Station 4: Destroyers
Station 5: Super Capitol Ships
XQ Platform: Tugs, Transports, Freighters.
granted, this system does have an issue (the Bulk Cruisers that become Carriers), but i believe even that has a fix. just have 2 configurations of them, like you have the Imperial/Tector and Hajen/Sacheen. one is a large Freighter that gets its own upgrades similar to the rest of the freighters, albeit on a Cruiser Scale. the other starts as an Escort Carrier.
yard by yard
1. yard 1 isn't affected that much, though now all the space used is for military craft
2. yard 2 becomes more relevant as a military shipyard. Frigates like the Nebulon-B and Ardent can be built there, meaning that less capable worlds can be better defended, or that you can build more effective starting fleets. you free up the bottom row so you can have fighters built without losing some of them to the UI
3. yard 3 is just cleaner. since the Frigates have been moved, you can have all the Cruiser and Cruiser Research items present with fewer if any being off screen.
4. Yard 4 and 5 are unaffected
XQ. the XQ's now become more worthwhile to build. in addition to their base income, you can add even more income by building all sorts of Transports and Freighters, and since you can build ATR's, you don't have to worry about building Golan-3's to properly defend your investment. having said that, i would also like to remove the option that only allows 2 XQ's per planet. i would be fine with a reduced income stream to make up for this
Posted 23 July 2014 - 08:07 PM
One option is missing: I do research them, but never built one (I think...)
Why not add build-able tugs for any-size Space Colony?
Looking at PR from 1.0-1.2 perspective. Arguably (think not) most potent/game changer/ type of shipyard is Lvl 2. It provides 2 most important things - transports for cash and 3 super-duper-deadly fighter crafts that can defeat anything, anywhere, anytime (in particular with maxed upgrades) with very little effort..
Posted 23 July 2014 - 08:18 PM
Posted 24 July 2014 - 05:16 PM
I only use them in skirmish, where they have a speed of 88.
In GC, I utterly HATE tugs/freighters in compliment, having parts of your compliment slower than the capitols on the map is pretty fucking anying and one of the reasons I'm always gona rock Chih's 1.2-upgraded mod.
As for building/researching tugs, I rarely bother until I've gotten enough researches out of the way that I just do it to get it done.
For new players however they're really useful after a few upgrades, and make the game more forgiving since often the AI ignores them.
For that reason, I say leave them alone, it's not their fault the interface is overloaded.
But yeah, seriously guys, just make sub-menu's within the interface.
What shows up on it is dependency based, which would make a sub-menu all too easy to set up.
Playing PR when stoned is awesome
Posted 03 August 2014 - 05:24 AM
Posted 03 August 2014 - 09:50 PM
One could possibly argue that for bulk freighters like Quasor Fire-class and the Super Escort line, though I don't know if such an edition would be worth it.
Maybe if they were separated into their own upgrade chain, but not sure even then.
Posted 04 August 2014 - 09:39 AM
I like the idea. I'd say, it sounds rather good to add tug complement to one freighter type per side /on it's second or third upgrade level/ and the above mentioned high level starships (which do repairs with a non-working ability now), making them a hyperspace capable dedicated freighter and repair ship (from gameplay aspect). This would remove 7 relatively useless tug types, and free 2 build interface slots, and make an actually useful repair unit for both the offensive and defensive, without making an extra unit type to take game performance.
This could also be connected to bomber warhead refill, which was an idea in another thread, making these freighter/supply ships very useful.
Edited by megabalta, 05 August 2014 - 08:55 AM.
0 members, 0 guests, 0 anonymous users