Astro Galaxy - a realistic space exploration game

General Talk => News & Strategy => Topic started by: BravoVoid on March 15, 2015, 12:54:14 AM



Title: Ship Design 101
Post by: BravoVoid on March 15, 2015, 12:54:14 AM
Got a pair of questions about this.  First, does module placement have any sort of effect?  If so, any recommendations?

Just thought of another, is there a way to reposition ship modules that isn't too complicated?  Is it always a several step process or is there a 'Pro Tip' that'll simplify it some?


Title: Re: Ship Design 101
Post by: Rostin on March 15, 2015, 02:56:00 AM
Module positioning does not matter :) unless you like your modules neatly organized

And yes! If you go to modules -> cargo bay modules and then click an empty slot; then whichever module you click next will be moved there, even if it's already installed!

As for moving modules between ships the easiest way is to use a station


Title: Re: Ship Design 101
Post by: BravoVoid on March 15, 2015, 03:42:00 AM
Cool.  Thank ya, much.  Am off to exercise my OCD muscles now.  Gotta make these tin cans look pretty!   :P


Title: Re: Ship Design 101
Post by: sargas on March 15, 2015, 10:43:56 AM
One benefit of random placement is the inability to quickly see what is on a foreign ship with a regular scan.


Title: Re: Ship Design 101
Post by: BravoVoid on March 15, 2015, 08:06:29 PM
I'm curious about Sargas's observation.  I've yet to run any sort of scan.  Is there a minimum scan depth?  It's early for critters like me to be thinkin' 'bout this sort of stuff but that doesn't mean I wouldn't like it in the tool box...secondarily, is there a way to defend against ship probes?


Title: Re: Ship Design 101
Post by: Madden on March 15, 2015, 09:52:34 PM
Cant help you with that but honestly scans are just a waste of time for me. I just attack and look at the odds.scans waste time and they have those annoyingly long timers. Just my honest opinion, thats all.


Title: Re: Ship Design 101
Post by: Raptor on March 16, 2015, 01:33:42 AM
A scan of Mata's ships is nice to see what kind of super tech is possible. Motivates me to get there as well.

Though 22 bn RP to burn ... :pokey:


Title: Re: Ship Design 101
Post by: sargas on March 16, 2015, 11:57:03 AM
I'm curious about Sargas's observation.  I've yet to run any sort of scan.  Is there a minimum scan depth?  It's early for critters like me to be thinkin' 'bout this sort of stuff but that doesn't mean I wouldn't like it in the tool box...secondarily, is there a way to defend against ship probes?

you can only scan a ship/station in the same orbit.
A 'regular' scan operates by simply clicking on a ships name. Unless you own the ship, you will see the strength but not what MK the modules are.
An 'active' scan takes 1 hour and details the MK levels.

As of now there is no defense against scanning.


Title: Re: Ship Design 101
Post by: Matamaure001 on March 16, 2015, 03:13:01 PM
Active scans are very useful in war time (to beat an enemy you need to know the strength of the enemy). In peace time, it gives you an idea if you are falling behind in tech levels or not.

It is fun to know that I can encourage captains :)


Title: Re: Ship Design 101
Post by: Raptor on March 16, 2015, 04:13:32 PM

As of now there is no defense against scanning.

Well technically you could nuke unwanted visitors into the safe zone I guess ;)


Title: Re: Ship Design 101
Post by: Antilak on March 19, 2015, 11:11:34 PM
Module positioning does not matter :) unless you like your modules neatly organized

And yes! If you go to modules -> cargo bay modules and then click an empty slot; then whichever module you click next will be moved there, even if it's already installed!

As for moving modules between ships the easiest way is to use a station

One thing I do is put my LVQ/WHG/FTL near the module at the top and left. Reduces scrolling. I use LVQ a lot.

Another thing I do is put my miners at bottom and right. Not sure if it helps.

I'm getting int othe habit of clicking the sections when looking at modules. Larger ships makes it necessary.


Title: Re: Ship Design 101
Post by: Antilak on March 19, 2015, 11:17:00 PM
Active scans are very useful in war time (to beat an enemy you need to know the strength of the enemy). In peace time, it gives you an idea if you are falling behind in tech levels or not.

It is fun to know that I can encourage captains :)
I assume ship power is not a good enough gauge then?


Title: Re: Ship Design 101
Post by: raphael on March 20, 2015, 07:27:14 AM
Active scans are very useful in war time (to beat an enemy you need to know the strength of the enemy). In peace time, it gives you an idea if you are falling behind in tech levels or not.

It is fun to know that I can encourage captains :)
I assume ship power is not a good enough gauge then?

Yep, a poorly designed 100m ship can be defeated by a 10k ship. :)


Title: Re: Ship Design 101
Post by: Antilak on January 16, 2016, 03:47:53 PM
Active scans are very useful in war time (to beat an enemy you need to know the strength of the enemy). In peace time, it gives you an idea if you are falling behind in tech levels or not.

It is fun to know that I can encourage captains :)
I assume ship power is not a good enough gauge then?

Yep, a poorly designed 100m ship can be defeated by a 10k ship. :)

Like if they have no armor or shields but lots of marines and crew? As attacker, you load up all your lasers/railgun/etc, since they attack before marines do. If HP of marines/crew acts like armor then you'll have to overcome that though.

Can you give another example?

I like things like that, where tactics can defeat, even if they have lots of power. The trouble is I'm having a hard time understanding how/why anyone would have a ship with no armor or shields. Most of the time power DOES matter. There might be some obscure tactics I haven't used yet, mostly tied to the optimizations, dodging and hangars.


Title: Re: Ship Design 101
Post by: TEDDY on June 29, 2016, 01:51:30 PM
Active scans are very useful in war time (to beat an enemy you need to know the strength of the enemy). In peace time, it gives you an idea if you are falling behind in tech levels or not.

It is fun to know that I can encourage captains :)
I assume ship power is not a good enough gauge then?

Yep, a poorly designed 100m ship can be defeated by a 10k ship. :)

Yes, I'm very curious too!!!
How can the one above all beat 100,000,000 power with only 10,000 power?
Tell us, please...this is very interesting. :) lol
We are waiting...


Title: Re: Ship Design 101
Post by: sargas on June 29, 2016, 02:21:47 PM
the big ship only has engines, cargo bays, and marines (lots of big, ugly marines);
the small ship doesn't even need shields or armor, just vipers, and as soon as one scores a hit the big bully runs like a whipped dog.




(edit

to credit Antilak for saying the same thing first)


Title: Re: Ship Design 101
Post by: TEDDY on June 29, 2016, 03:31:14 PM
Ok, that sounds about right...but we need to destroy/kill 25% to make the big bully jump, right?
That's 25,000,000 power.
So...our little super ship with 10,000 power can actually kill/destroy 25,000,000 power?

Interesting...:)


Title: Re: Ship Design 101
Post by: Matamaure001 on June 29, 2016, 05:24:10 PM
I have think about that problem. With MAUs, too many personnel, I do not think it would work.

1- Big ship with high tech shield and armor or only armor (no personnel) VS small ship with a death ray.

1 modified- the big ship, not to be completely stupid would have some lasers (low personnel) VS small ship with an insane combat drive to get the initiative (fire first) and same death ray.


Title: Re: Ship Design 101
Post by: caker18 on October 17, 2019, 08:28:56 PM
I have think about that problem. With MAUs, too many personnel, I do not think it would work.

1- Big ship with high tech shield and armor or only armor (no personnel) VS small ship with a death ray.

1 modified- the big ship, not to be completely stupid would have some lasers (low personnel) VS small ship with an insane combat drive to get the initiative (fire first) and same death ray.

You missed a small ship with a mk 200 nuke


Title: Re: Ship Design 101
Post by: Matamaure001 on October 18, 2019, 12:57:07 AM
all my ships have a "Nuke Defense System" MK 100 to protect 100% against nukes.


Title: Re: Ship Design 101
Post by: NoBrain on October 18, 2019, 03:32:00 AM
all my ships have a "Nuke Defense System" MK 100 to protect 100% against nukes.
Have you tested NDS ?? and welcome back


Title: Re: Ship Design 101
Post by: Matamaure001 on October 18, 2019, 03:13:09 PM
Not verify if it work as advertise LOL

I check the forum every day, I never left. I am simply not very active. and there is not much to reply to in the forum (probably waiting for a miracle lol)


Title: Re: Ship Design 101
Post by: NoBrain on October 18, 2019, 05:20:01 PM
Not verify if it work as advertise LOL

I check the forum every day, I never left. I am simply not very active. and there is not much to reply to in the forum (probably waiting for a miracle lol)
Some day...  :P