However, it’s a situational decision you must make when you can build either a lower-tech hull with good components, or a Tech 10 hull with lesser components. The little-known fact about Nova 5’s is that you can “overdrive” them to Warp 7 with a costly, but doable, increase in fuel expended. However, I advocate no less than Nova 5’s on any warship, as they can easily be stranded in space by enemy cloakers (see cloaker tactics). The large carrier races ( Cyborg, Empire, Robots, Rebels, Colonies) tend to build a few large carriers with cheap engines (even Stardrive 1’s) and tow them to where they are needed. By contrast, the Lizards, although their ships are smaller, usually have lots of minerals and money, and can afford to equip their ships with the best components. This limitation can be especially true for the Crystal People, whose ships use a ton of Moly, and thus competes with ship components for that rare mineral. It’s difficult to talk about hulls without talking about a specific race, but regardless of your race, you need to build at least a few of your largest ships before the ship limit hits – this means you might have to compromise on other components to afford to get your tech level up, and also to build ships. This level is generally only researched when you don’t have anything better to do with your megacredits. Since you can build a whole ship for 900 – 1500 MC, it’s a significant additional investment over Tech 5. You get a lot of good weapons at Tech 5, both Disruptors and Mark 4 Torps. What you need to understand is that MOST of the go-to weapons are available at Tech Levels 5 and 8. Tech Hulls to 10 (Battleships and Carriers). Beginners may have trouble figuring out, from all the tables and charts provided, that there are certain breakpoints where ship components get much better for their cost.
0 Comments
Leave a Reply. |