Fractal Softworks Forum

Starsector => General Discussion => Topic started by: Debido on October 22, 2014, 07:13:33 AM

Title: My 0.65 RC-1 Fleet
Post by: Debido on October 22, 2014, 07:13:33 AM
Post your fleet!

Date: Jul 3, Cycle 209

Cash in hand: 3,017,642

Fleet:

(http://s5.postimg.org/xq9mk5jav/fleet.jpg)

Turns pirate fleets into smush: Check
Is highly profitable: Check
Most frequently replace vessel: Wolf


On another note regarding 'D' ships:
Title: Re: My 0.65 RC-1 Fleet
Post by: Midnight Kitsune on October 22, 2014, 08:58:55 AM
On another note regarding 'D' ships:
  • I blow them up on sight
That is what the D stands for! "Destroy me" or "Destroy on sight"
Title: Re: My 0.65 RC-1 Fleet
Post by: Dri on October 22, 2014, 10:02:18 AM
Very nice. How much fuel per day does that fleet use in Hyperspace?
Title: Re: My 0.65 RC-1 Fleet
Post by: CrashToDesktop on October 22, 2014, 10:12:42 AM
I'll post my fleet in a bit, but thought this might be a nice place to say this:

Has anyone ever fitted a Vigilance Frigate with a Reaper Torpedo Launcher?  That thing is downright deadly when in the hands of the AI - they will hunt down destroyers and cruisers mercilessly and throw 4 or 5 torpedoes down your throat without a second thought.
Title: Re: My 0.65 RC-1 Fleet
Post by: Megas on October 22, 2014, 10:37:57 AM
I board some (D) if they are fast enough and I need a freighter.  Hound with degraded engines?  Still faster than destroyers, and can haul stuff in a pinch.  Cerberus or Mule with worse combat stats?  That's okay, engine is still in one piece.
Title: Re: My 0.65 RC-1 Fleet
Post by: Thaago on October 22, 2014, 10:40:53 AM
I'll post my fleet in a bit, but thought this might be a nice place to say this:

Has anyone ever fitted a Vigilance Frigate with a Reaper Torpedo Launcher?  That thing is downright deadly when in the hands of the AI - they will hunt down destroyers and cruisers mercilessly and throw 4 or 5 torpedoes down your throat without a second thought.

This sounds very, very promising. I'll have to try this tonight.
Title: Re: My 0.65 RC-1 Fleet
Post by: j01 on October 22, 2014, 07:03:52 PM
Cash in hand: 3,017,642

Fleet:
  • 1xOnslaught
  • 1xDominator
  • 2xEnforcer
  • 2xMedua
  • 1xHammerhead
  • 1xGemini
  • 1xWolf
  • 4xAssorted fighter/bomber

...
Is highly profitable: Check
...


How in pluperfect hell is a fleet that big "highly profitable"? In fact, how is it not just one gigantic neverending money sink?

How are there enough supplies and fuel in the universe to support a fleet that big?

Do you just stay in one system all the time? If so, how do you turn a profit when there aren't any bounties (most of the time)? Do you just wait around at one port or another, speeding up time, waiting for bounties? Is one of the systems capable of producing half enough supplies to keep a fleet that big afloat?

I can't find out how to make it worth having a single cruiser class ship, even just by itself, due to a combination of the expense and lack of availability of supplies and fuel, and lack of constant , decent money source within a single system.
Title: Re: My 0.65 RC-1 Fleet
Post by: c plus one on October 22, 2014, 07:19:30 PM
I admit to the same bafflement concerning this subject. How is the fleet described above anything more than a collective gang of hangar queens in 0.65a?  ???
Title: Re: My 0.65 RC-1 Fleet
Post by: TJJ on October 22, 2014, 07:47:22 PM
Cash in hand: 3,017,642

Fleet:
  • 1xOnslaught
  • 1xDominator
  • 2xEnforcer
  • 2xMedua
  • 1xHammerhead
  • 1xGemini
  • 1xWolf
  • 4xAssorted fighter/bomber

...
Is highly profitable: Check
...


How in pluperfect hell is a fleet that big "highly profitable"? In fact, how is it not just one gigantic neverending money sink?

How are there enough supplies and fuel in the universe to support a fleet that big?

Do you just stay in one system all the time? If so, how do you turn a profit when there aren't any bounties (most of the time)? Do you just wait around at one port or another, speeding up time, waiting for bounties? Is one of the systems capable of producing half enough supplies to keep a fleet that big afloat?

I can't find out how to make it worth having a single cruiser class ship, even just by itself, due to a combination of the expense and lack of availability of supplies and fuel, and lack of constant , decent money source within a single system.

Here's how my game went:

Wolf -> Enforcer -> died -> respawned in Lasher
Lasher -> Enforcer -> 2xEnforcer -> 3xEnforcer -> Onslaught + Enforcer -> Onslaught + Atlas -> Onslaught + 2xAtlas -> Onslaught +3xAtlas.

Until I got the Atlas, I was completing bounties exclusively. (well, except for killing a few silly Ludd patrols)
After the Atlas, I did convenient bounties & food famines.

To run big fleets you need places to buy fuel; lots of fuel.
Thus you need to be friendly with the factions that have strategically placed military outposts, as their markets contain almost limitless fuel.

As for combat, a lone Onslaught with the correct set of lvl 10 Combat & Science skills can solo kill every bounty fleet I've come up against (I'm currently lvl 47)
Title: Re: My 0.65 RC-1 Fleet
Post by: Debido on October 22, 2014, 07:53:36 PM
well there are a few things needed to make this fleet profitable. First of all as your fleet grows the enemy pirate bounty fleets grow as well, as the enemy pirate fleets grow as does the price on their head.

I'm currently looking at bounties of around 260,000 before additional in-system faction bounties on any enemies. You can easily earn about 350,000 for a single target fleet - this more than covers loss of a few frigates and destroyer etc. that you incur during the fight and need to replace. It also covers fuel, supples, repairs and tarrifs. It still stings when I get pinged by a patrol, but I can absorb that loss as well.

The other thing is to keep on moving from system to system, lawn mowing the profitable bounties. You don't stop to dawdle or take in the sights, you are an industrial scale murder machine - production cannot stop for long. You repair, refuel then head off to another system.

To maintain a high CR for repeated deployments you need to retain highly trained crew, in which case I often use hull/armor/bulkhead mods to reduce loss of well trained crew.
Title: Re: My 0.65 RC-1 Fleet
Post by: TJJ on October 22, 2014, 07:56:44 PM
well there are a few things needed to make this fleet profitable. First of all as your fleet grows the enemy pirate bounty fleets grow as well, as the enemy pirate fleets grow as does the price on their head.

I'm currently looking at bounties of around 260,000 before additional in-system faction bounties on any enemies. You can easily earn about 350,000 for a single target fleet - this more than covers loss of a few frigates and destroyer etc. that you incur during the fight and need to replace. It also covers fuel, supples, repairs and tarrifs. It still stings when I get pinged by a patrol, but I can absorb that loss as well.

The other thing is to keep on moving from system to system, lawn mowing the profitable bounties. You don't stop to dawdle or take in the sights, you are an industrial scale murder machine - production cannot stop for long. You repair, refuel then head off to another system.

To maintain a high CR for repeated deployments you need to retain highly trained crew, in which case I often use hull/armor/bulkhead mods to reduce loss of well trained crew.

Aren't the bounty fleet sizes tied to your character level?
Title: Re: My 0.65 RC-1 Fleet
Post by: Alex on October 22, 2014, 08:09:20 PM
well there are a few things needed to make this fleet profitable. First of all as your fleet grows the enemy pirate bounty fleets grow as well, as the enemy pirate fleets grow as does the price on their head.

Aren't the bounty fleet sizes tied to your character level?

Neither! Bounties for specific pirates (or deserters) go up after you complete some. The amount paid also depends on the stability of the market offering the bounty, higher stability = higher bounty.
Title: Re: My 0.65 RC-1 Fleet
Post by: TJJ on October 22, 2014, 08:17:21 PM
well there are a few things needed to make this fleet profitable. First of all as your fleet grows the enemy pirate bounty fleets grow as well, as the enemy pirate fleets grow as does the price on their head.

Aren't the bounty fleet sizes tied to your character level?

Neither! Bounties for specific pirates (or deserters) go up after you complete some. The amount paid also depends on the stability of the market offering the bounty, higher stability = higher bounty.

So each time you complete a bounty, the next will be a stronger fleet?
Title: Re: My 0.65 RC-1 Fleet
Post by: Alex on October 22, 2014, 08:19:38 PM
Sort of - it takes a couple, and it'll max out eventually.
Title: Re: My 0.65 RC-1 Fleet
Post by: j01 on October 22, 2014, 08:26:13 PM
I'd love to see some single-ship bounties in the future where the enemy is just one dude in a big heavily customized ship being a menace that must be stopped.

Imagine getting that big fat 250k payoff only if you can manage to defeat some legendary captain of an overclocked paragon.
Title: Re: My 0.65 RC-1 Fleet
Post by: Alex on October 22, 2014, 08:28:16 PM
I'd love to see some single-ship bounties in the future where the enemy is just one dude in a big heavily customized ship being a menace that must be stopped.

Imagine getting that big fat 250k payoff only if you can manage to defeat some legendary captain of an overclocked paragon.

That was sort of the idea behind the smaller fleet, "skilled combat officer" type of bounty, but it didn't exactly come out right. I'm not sure anyone even notices that the flagship has some skill bonuses, because the flagship generally turns out being terrible anyway :) Something I'll need to look at, for sure.
Title: Re: My 0.65 RC-1 Fleet
Post by: Degraine on October 22, 2014, 08:35:39 PM
Will there be opportunities to 'turn' named characters (perhaps even bounties, if you stage their death and get them a fake ID) to your side? Or to bring them in, even, rather than the Wild West 'Wanted: Dead' situation we have now? The astounding intelligence network every faction seems to have that can verify a kill are nice and all, but it feels kind of flat at the moment.
Title: Re: My 0.65 RC-1 Fleet
Post by: Alex on October 22, 2014, 08:51:23 PM
Will there be opportunities to 'turn' named characters (perhaps even bounties, if you stage their death and get them a fake ID) to your side? Or to bring them in, even, rather than the Wild West 'Wanted: Dead' situation we have now? The astounding intelligence network every faction seems to have that can verify a kill are nice and all, but it feels kind of flat at the moment.

This is getting off-topic, but the answer is "maybe, maybe not, it depends". This sort of thing can't exist in a vacuum, it needs to tie in with other mechanics. As an example if you "turn" them and they become an officer, that could work, but that requires officer mechanics. Etc.
Title: Re: My 0.65 RC-1 Fleet
Post by: Midnight Kitsune on October 22, 2014, 10:17:46 PM
I've also noticed (through the hard way) that the named bounty fleets have flagships and LEVELS! I found this out the hard way through going up against an onslaught who had the field repair skill >.<
Title: Re: My 0.65 RC-1 Fleet
Post by: Debido on October 22, 2014, 10:44:01 PM
@Alex: Care to post any of your late game fleets? I think it would be really interesting to see what the devs ideal fleet is :)
Title: Re: My 0.65 RC-1 Fleet
Post by: Alex on October 22, 2014, 10:53:47 PM
Oh, it's hardly ideal, but for a while I was using an Onslaught/Eagle/Enforcer/Vigilance/Wolf, all acquired in exactly the reverse order they're listed in. Might've had a few shuttles thrown in as well. I'm a big fan of putting 4 Harpoon racks on the Enforcer, with or without points in missile spec - it really packs a punch! It might be my favorite first destroyer to upgrade to.

As far as the fleet composition, though, it was more about "what works and is available" rather than "what's ideal" :)
Title: Re: My 0.65 RC-1 Fleet
Post by: Midnight Kitsune on October 22, 2014, 11:14:25 PM
Oh, it's hardly ideal, but for a while I was using an Onslaught/Eagle/Enforcer/Vigilance/Wolf, all acquired in exactly the reverse order they're listed in. Might've had a few shuttles thrown in as well. I'm a big fan of putting 4 Harpoon racks on the Enforcer, with or without points in missile spec - it really packs a punch! It might be my favorite first destroyer to upgrade to.

As far as the fleet composition, though, it was more about "what works and is available" rather than "what's ideal" :)
Or three harpoon pods on a Dominator!  Those things on enemy Doms are EVIL! Those Missiles LOVE to Massacre you Macross style  when you have very high flux
Title: Re: My 0.65 RC-1 Fleet
Post by: Histidine on October 23, 2014, 08:18:49 AM
Spoiler
(http://i.imgur.com/J2Xis3g.jpg)
[close]

I used to have an Onslaught, but it took a pair of Reapers in the face while fighting another Onslaught. And before that, I had a Dominator and a Falcon, but I somehow managed to underestimate the enemy's Harpoon spam twice in a single battle and they both died (I also lost a Heron in that battle, but it was under AI control).
Title: Re: My 0.65 RC-1 Fleet
Post by: Midnight Kitsune on October 23, 2014, 11:00:55 AM
Spoiler
(http://i.imgur.com/J2Xis3g.jpg)
[close]

I used to have an Onslaught, but it took a pair of Reapers in the face while fighting another Onslaught. And before that, I had a Dominator and a Falcon, but I somehow managed to underestimate the enemy's Harpoon spam twice in a single battle and they both died (I also lost a Heron in that battle, but it was under AI control).
Ah yes, harpoon spam... That has damn near killed me more times than I can count...
Title: Re: My 0.65 RC-1 Fleet
Post by: Thaago on October 23, 2014, 11:06:35 AM
Yeah, Harpoons are nasty. I was doing a nice easy fight of a wolf against 3 lashers... vented a little too close and suddenly had 4 Harpoons homing in. Only dodged 1 :P.
Title: Re: My 0.65 RC-1 Fleet
Post by: ArkAngel on October 23, 2014, 01:29:59 PM
My .65 fleet!
Spoiler
(http://i.imgur.com/US69be6.png)
[close]
Spoiler
(http://i.imgur.com/XiYWSmR.png)
[close]
Not sure if you could tell, but I'm a fan of pilums  :D
Title: Re: My 0.65 RC-1 Fleet
Post by: SafariJohn on October 23, 2014, 02:11:06 PM
I'm almost level 40 on July 20, 207. I think level progression might be a bit too fast in this release. The XP just pours in.

My fleet is
2 x Falcon
1 x Heron
1 x Enforcer
3 x Sunder
1 x Condor
2 x Wolf
4 x Lasher
4 x Vigilance
1 x Dagger Wing
1 x Broadsword Wing
1 x Talon Wing
3 x Thunder Wing
1 x Mercury Shuttle (For boarding)

I'm sitting on a pretty pile of about a half-million credits and I have no worries about Supplies or Fuel. It's more than a bit OP that my fleet travels at Burn 9. Eh, my fleet is about where I want it. Pick up some more Vigilances and slap more Pilums on them. So many missiles.

How many ships is that... dang, only 19. Definitely need more Vigilances. My Falcons are actually my tanks in this fleet. They only have a pair of Reapers and Hypervelocity Drivers for offense, with the rest of the slots being LR PD Lasers, but they're packing Stabilized and Hardened Shields. Plus they're as fast as frigates, so they get around.

Update: Lost a Falcon, gained an Eagle and some Vigilances and Talons. Ran into a fresh, non-harried Onslaught. Ouch. There was a reason it was a 150K+ reward. Thank goodness for the salvage skill, or I would be down 3 more Vigilances on top of what I did lose.
Title: Re: My 0.65 RC-1 Fleet
Post by: TJJ on October 23, 2014, 05:59:44 PM
Spoiler
(http://i.imgur.com/J2Xis3g.jpg)
[close]

I used to have an Onslaught, but it took a pair of Reapers in the face while fighting another Onslaught

Exact same thing happened to me earlier today! I'd grown quite attached to that ship :(
Cost me 7 million credits too! (Must remember to invest more cash in commodities!)

It also made me reevaluate my choice of missiles.
Up to that point I'd been using Pilums to harass and slow fleeing enemies.
This meant the design performed suboptimally against enemy onslaughts (it never lost, but wasn't the usual cakewalk)
Switched over to reapers and haven't looked back; the speed boost reaper torpedoes got makes them insanely good against large targets, though I do miss the ability to make speculative long range shots.

Title: Re: My 0.65 RC-1 Fleet
Post by: j01 on October 23, 2014, 07:36:06 PM
The fleet:

Spoiler
(http://i.imgur.com/riDQ3MW.png)
[close]

The method:

Deploy the weaponless monitor, ISS Bastion. Fortress shield up. Gather all enemies to me and tank them.

Deploy 1-3 medusas depending on size and strength of enemy forces.

Wait for medusas to arrive together. 90% of the time they choose the same target on the periphery of my tanking circle since they deployed simultaneously and begin pelting it with heavy blasters (formerly pulse lasers + antimatter blasters) until it is dead.

Weave around enemies to position them in a line so they won't fire on me if necessary, while staying close enough to keep their attention, and toggle fortress shield on and off to regain flux. This step is unnecessary against forces that don't have multiple cruisers or a capital ship + backup.

Repeat until medusas have picked off each enemy.

Win.

If anything escaped, the tempest chases it down and finishes it with superior speed and extreme prejudice.

If any ship remains intact, the venerable ISS Sudoku shuttles on over for a suicide marine rush, if desired.


This works well. I have even successfully taken on fleets with an onslaught + cruisers and destroyers and more, albeit with significant damage done to the poor, silly AI medusas. I met my match with this setup in the form of a fleet with two onslaughts deployed simultaneously, as my poor monitor could not keep the attention of enough of their combined guns to save stupid medusas from lowering their shields instead of backing off, and getting exploded.
Title: Re: My 0.65 RC-1 Fleet
Post by: CopperCoyote on October 24, 2014, 08:17:46 AM
Most common fleet:
Spoiler
(http://i.imgur.com/MLvvTPx.png)
[close]

Stashed away, and potentially unequipped:
1 Eagle
2 Sunder
1 Sunder(D)
1 Enforcer
2 Buffalo
1 Buffalo(D)
2 Buffalo MK2
3 Hermes
1 Shepherd
1 Wolf

The two (D) ships are heavily damaged and don't have any CR. The rest are at 100% hull and armor and 65%-ish CR.

Now that i'm looking at the image closely I wonder why i typed CCF instead of CCS.
Title: Re: My 0.65 RC-1 Fleet
Post by: Aereto on October 24, 2014, 07:17:20 PM
*realizes being still stuck in the early game at Normal+Full, and facepalms in the realization* I'll come back once the needed ships are available to me.  :-X
Title: Re: My 0.65 RC-1 Fleet
Post by: Elthari on October 28, 2014, 04:47:37 AM
(http://i.imgur.com/D8lyKwk.png)

My err.. sort of fleet, yeah.
Late game. Level 39 currently, preying on the Church of Ludd and any of their fleets.
Bounties are fun too.
Title: Re: My 0.65 RC-1 Fleet
Post by: ahrenjb on October 28, 2014, 11:48:23 AM
I see a lot of love for some of the high tech ships as solo-combatants, but I haven't found anything better than a Sunder. In this configuration, I can fight just about anything while retaining awesome mobility. It's the same 2x AM cannon and 1x autopulse that people are using on the apogee in a faster, cheaper to operate package.

By activating the high energy focus and firing the AM blasters, you can drop most ships shields in a single blow. If they don't overload, they get close enough that by opening up with a fully charged autopulse you can finish their shields and deal some heavy damage, and usually finish them off if needed with the harpoons. I haven't fought capitals with it yet, but I can take on any cruiser with relative ease by repeating this procedure a couple of times. The Vulcan cannon is hands down my favorite PD in the game, and the coverage provides great defense against missiles and light fighters. Heavier fighters can be addressed with the autopulse.

By picking off fighters, circling around to destroy carriers, and then destroying everything else one at a time by hitting fast and hard, retreating to dump flux, and repeating is great. You can set the ship up like this at a low level, and add extra hull mods and vents as you level up tech (my preferred skill tree).

Spoiler
(http://i.imgur.com/ncaGg4s.png)
[close]
Title: Re: My 0.65 RC-1 Fleet
Post by: SafariJohn on October 28, 2014, 12:16:59 PM
I had fun with one of the Sunders in my fleet. I gave it a Tachyon Lance plus Graviton beams and then gave it an ITU and the Optics hull-mod. It has ridiculous range and can solo destroyers and lower even with the AI piloting. The EMP effect with ludicrous range makes it a good support ship.

When I pick up some more Tachyon Lances I'll outfit some more of my Sunders in this manner.
Title: Re: My 0.65 RC-1 Fleet
Post by: SafariJohn on October 31, 2014, 07:00:13 PM
Here's my current fleet. I think I could fit the fleet screen into 3 or 4 screenshots, but it's much easier to do it this way.

That's 3 Cruisers, 6 Destroyers, 15 Frigates, 22 Strikecraft, 1 Shuttle, and 1 Tug.

Spoiler
(http://i.imgur.com/aGQhMc3.png)
[close]
Title: Re: My 0.65 RC-1 Fleet
Post by: Midnight Kitsune on November 01, 2014, 01:51:08 AM
Ummm
Here's my current fleet. I think I could fit the fleet screen into 3 or 4 screenshots, but it's much easier to do it this way.

That's 3 Cruisers, 6 Destroyers, 15 Frigates, 22 Strikecraft, 1 Shuttle, and 1 Tug.

Spoiler
(http://i.imgur.com/aGQhMc3.png)
[close]
Ummm, I THINK you have a ship hoarding problem my friend...
Also, how many Drams do you burn when traveling in hyperspace?
Edit: Also, SPOILER that image please?
Title: Re: My 0.65 RC-1 Fleet
Post by: SafariJohn on November 01, 2014, 07:07:47 AM
Ummm, I THINK you have a ship hoarding problem my friend...
Also, how many Drams do you burn when traveling in hyperspace?
Edit: Also, SPOILER that image please?

No, I just play on a large scale. That's why I have so many Vigilances, Pilums scale up really well.

I don't need any Drams, my ships carry plenty of fuel. I burn 77/day or something like that, though, but I travel at burn speed 9. If I did need some Drams it wouldn't be a big deal, I have room to add them in.

Done, but there's other images in this thread that are just as large and not spoilered.


I hope when we get officers we can train them in logistics so we can build even bigger fleets. But as everyone can see, this is why I support faction fleets being really big. If I can have 20-30 ships in a fleet, a faction ought to be able to have thrice that at least.
Title: Re: My 0.65 RC-1 Fleet
Post by: oorek on November 01, 2014, 11:28:17 AM
Nothing in the vanilla game beats a player-controlled Medusa with six antimatter blasters. Phase in, shoot blasters, phase out, vent, repeat.
Title: Re: My 0.65 RC-1 Fleet
Post by: Aeson on November 01, 2014, 11:41:23 AM
I don't need any Drams, my ships carry plenty of fuel. I burn 77/day or something like that, though, but I travel at burn speed 9. If I did need some Drams it wouldn't be a big deal, I have room to add them in.
Interestingly enough, ship range and actual burn speed are independent of one another. The fuel a ship requires to cover a given distance is constant, and so while burn speed affects the rate of fuel consumption, it does not affect ship range. If you were to drop your tug, you'd see your fuel consumption rate change. If you're close enough to a jump point that you don't get the burn speed boost from being in hyperspace, you'll see a different fuel consumption rate than you'll see if you're far enough away from the jump point to get that burn speed boost.
Title: Re: My 0.65 RC-1 Fleet
Post by: Aereto on November 01, 2014, 12:25:17 PM
I don't need any Drams, my ships carry plenty of fuel. I burn 77/day or something like that, though, but I travel at burn speed 9. If I did need some Drams it wouldn't be a big deal, I have room to add them in.
Interestingly enough, ship range and actual burn speed are independent of one another. The fuel a ship requires to cover a given distance is constant, and so while burn speed affects the rate of fuel consumption, it does not affect ship range. If you were to drop your tug, you'd see your fuel consumption rate change. If you're close enough to a jump point that you don't get the burn speed boost from being in hyperspace, you'll see a different fuel consumption rate than you'll see if you're far enough away from the jump point to get that burn speed boost.
I believe that fuel consumption rate is based on set speed of 1 lightyear (cannot properly recall the translation to Burn Level). True consumption is rate multiplied by lightyear.
Title: Re: My 0.65 RC-1 Fleet
Post by: Megas on November 01, 2014, 12:54:18 PM
@ ahrenjb:  Sunder would be my #2 choice of destroyer flagship after Medusa.  Tachyon lance plus two heavy blasters is a brutally effective combination.  However, Sunder has poor acceleration and weak point defense.  Three Vulcan cannons for point defense are probably as good as it gets, and they can get spent in a hurry.  It is more vulnerable than the Medusa.  Also, the AI seems more incompetent at piloting Sunder than other ships.
Title: Re: My 0.65 RC-1 Fleet
Post by: SafariJohn on November 01, 2014, 01:41:57 PM
Interestingly enough, ship range and actual burn speed are independent of one another. The fuel a ship requires to cover a given distance is constant, and so while burn speed affects the rate of fuel consumption, it does not affect ship range. If you were to drop your tug, you'd see your fuel consumption rate change. If you're close enough to a jump point that you don't get the burn speed boost from being in hyperspace, you'll see a different fuel consumption rate than you'll see if you're far enough away from the jump point to get that burn speed boost.

Fuel use/day = Fleet Total Fuel/LY * (current Burn Speed * 0.1 + 0.4)

So for my fleet (I sold the Enforcer, but otherwise it is the same), I have 40 Fleet Fuel/LY (3*3 + 5*2 + 16*1 + 5) with a speed of 14 in Deep Space, so my Fuel/day comes out to 72. I have confirmed that this is the exact amount of fuel I used in one day of travel.

Blah blah blah.


So what Aeson is saying is that the boost to speed you get in deep hyperspace does not affect how far you travel. If it wasn't there you would go the same distance, it would just take longer.

So it's a lot like time compression in games like Sid Meier's Pirates, but with interesting side effects, like slowing down your pursuers by tricking them into getting too close to a gravity well.

Hyperspace really needs to be fleshed out with lanes that speed you up and areas that slow you down and etcetera.
Title: Re: My 0.65 RC-1 Fleet
Post by: TJJ on November 01, 2014, 05:53:23 PM
Go big, or go home.  ;D
(https://dl.dropboxusercontent.com/u/54785909/starfarer/gg.png)
Title: Re: My 0.65 RC-1 Fleet
Post by: Debido on November 01, 2014, 06:41:16 PM
That's what I call an onslaught of Onslaughts
Title: Re: My 0.65 RC-1 Fleet
Post by: Megas on November 01, 2014, 07:17:52 PM
One Hyperion might be able to solo that deserter fleet single-handedly, but barely (due to CR timer).  That said, eight Onslaughts is a nice show of force.
Title: Re: My 0.65 RC-1 Fleet
Post by: TJJ on November 02, 2014, 02:33:02 AM
One Hyperion might be able to solo that deserter fleet single-handedly, but barely (due to CR timer).  That said, eight Onslaughts is a nice show of force.

It's the quick and easy path for me every time; if a battle takes more than 60 seconds, I've failed ;D

Though it's certainly worth mentioning that, due to the flawed 'dribs & drabs' way the AI deploys ships, large fleets are more challenging to defeat if you yourself have a large fleet.
Title: Re: My 0.65 RC-1 Fleet
Post by: miljan on November 02, 2014, 02:06:23 PM
One Hyperion might be able to solo that deserter fleet single-handedly, but barely (due to CR timer).  That said, eight Onslaughts is a nice show of force.

It's the quick and easy path for me every time; if a battle takes more than 60 seconds, I've failed ;D

Though it's certainly worth mentioning that, due to the flawed 'dribs & drabs' way the AI deploys ships, large fleets are more challenging to defeat if you yourself have a large fleet.

This really needs to be changed. AI should always when fighting a player deploy all his ships, but also cheat a little so he doesnt lose in huge amount CR
Title: Re: My 0.65 RC-1 Fleet
Post by: Aeson on November 02, 2014, 02:43:42 PM
This really needs to be changed. AI should always when fighting a player deploy all his ships, but also cheat a little so he doesnt lose in huge amount CR
I cannot really agree with this sentiment. The computer should deploy an appropriate force for each engagement, plus some margin of superiority ideally dependent upon how safe the fleet feels, how much it needs to conserve supplies, faction wealth, faction power, and faction standard response levels. No one in their right mind should be deploying fleets of battleships to engage a handful of light ships that the destroyer screen should be able to deal with. If the screening light ships have trouble dealing with a small group of light ships, that's when the big ships should start coming into play. By the same token, an attack by heavy ships ought to be met by a similarly powerful force of heavy ships and supporting lighter vessels, if available.

It should also ideally depend on how well-known (or leveled) the player happens to be - some level 1 nobody in a frigate attacking a Hegemony System Defense Fleet might only draw a destroyer and a couple of frigates to deal with the nuisance. A level 30 character in a frigate who has a reputation for going after and taking down System Defense Fleets might be worth a much stronger initial response.