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Space Tug habits


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Poll: Space Tugs

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Do you build/use/research Space Tugs?

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#1 megabalta

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Posted 23 July 2014 - 04:33 PM

Does PR need buildable Space Tugs?


Edited by megabalta, 25 July 2014 - 09:51 AM.


#2 skie9173

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Posted 23 July 2014 - 04:43 PM

They are the first thing bumped off the build tab interface, so I don't see how cutting them from being buildable would save spare interface space...?

They aren't super common, but I like having the option
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#3 megabalta

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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.



#4 skie9173

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Posted 23 July 2014 - 05:58 PM

I understand that part, and I agree that if they influence performance that much they aren't worth it. I doubt they have that much performance affect though, but I could be wrong.

From what I've read, the number of upgrades all around has been cut in the next version, so that helps right there. Also as I understand it, the more diverse units there are the greater the lag, so I try as much as possible to sell off old models of everything and stay consistent when I can
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#5 megabalta

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Posted 23 July 2014 - 06:25 PM

Not a huge amount, but it all mounts up.

I think I'll make a research/upgrade habit poll too later  :smilehuh:



#6 skie9173

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Posted 23 July 2014 - 06:37 PM

I'll freely make this amendment to my above statements and vote; though I occasionally use tugs, they are quite low priority.

If everyone else feels they are not needed I'll retract my vote, so long as they can still appear at least as station compliments. Golans and trade stations should get a few at least.
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#7 johnchm.10

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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



#8 megabalta

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Posted 23 July 2014 - 08:03 PM

Now thats another topic I'm curious about. Do you actually use transports/freighters? I've never needed them, because the planets granted me more than enough credits.



#9 Aizen Teppa

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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..



#10 skie9173

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Posted 23 July 2014 - 08:18 PM

I use transports/freighters early on for extra cash flow, but once I have a solid chunk of territory I build less, but still a few occasionally
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#11 a.fake.name

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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.


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#12 Cloak And Dagger

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Posted 28 July 2014 - 02:00 PM

I don't build them because the AI fails to use them properly, so I see them as something which only benefits the player and penalizes the already weak AI.



#13 johnchm.10

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Posted 03 August 2014 - 05:24 AM

I just had an idea relavent enough that I can put it here. What about adding compliments to the Hajen and the Modular Taskforce Cruiser, and having those compliments be tugs. Figure that they had to have some way to get cargo from one ship to the other. I know there's nothing to support this, but it makes sense. I'd say 1 or 2 squads of tugs for the Hajen and 3-4 for the MTC, on account of its size advantage. They can be later model tugs, as their carriers did come off the assembly line at least a decade after Yavin.

#14 skie9173

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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.


There is no emotion, there is peace. There is no ignorance, there is knowledge.
There is no passion, there is serenity. There is no death, there is the Force.

#15 megabalta

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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.


#16 a.fake.name

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Posted 05 August 2014 - 04:25 AM


This could also be connected to bomber warhead refill, which was an idea in another thread, making these freighter/supply ships very useful.

It'd fit the canon better, and I think it'd be funner to play.


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