Ship class questions

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  • #1971
    JyeGuru
    Participant

    I can understand the purpose and role of most of the default ship/structure classes, especially military, but some have me a little confused.

    – EHB C04/B80: These are listed under “Extraction” but don’t actually do any extraction, and just seem to be a docking bay? I can see maybe they could be used to consolidate a bunch of smaller extraction ships together, or provide jump capability for them, but it seems that any role I’d put them in there’s better options.

    – MCS S11: This seems to be a self-contained Spare Parts manufactorum at first, but it actually isn’t – the parts list doesn’t match up. Is this just a result of some ingredient rebalancing, or is there another purpose to this class as-is?

    – Refinery structures: Are these designed to be used alongside Extraction Facilities and keyed for a single type of refining? It seems then that there’s a missing class of “Manufactorum” that would be for just factories (as opposed to Manufacturing Core and Belt Stations which both already include refining). I have used them to make product-specific factories, but it seems a bit weird when they’re in the fleet list as “Refinery B” and they’re making engine parts.

    – General Belt Stations: Why do these include Accommodation, and what’s the logic of building one over a Manufacturing Core which seems to be quite similar (more shipyard, slightly less refining, no people)?

    It might also help if you shared a little of your design philosophy with regard to the included ships – maybe a “Notes” field against the design template that could include a couple of sentences would be useful? I would also like to understand the thinking behind some of the ratios of defense equipment on certain classes if that is possible, as it becomes much of a guessing game when designing my own classes.

    For what it’s worth, if any other players see this and have designs made for specific purposes, I’d love to see them!

    #1972
    JyeGuru
    Participant

    Another class that I have looked closer at now:

    – AFP Perch/Rood/Acre: These seem to just produce some intermediary components for replentishments, but not all of them. Replentishments actually need a full refinery set due to the Clothing item needing electronics. They also don’t include Pharmaceuticals, even though these could be produced with the same three refined ingredients they already have.

    Maybe I’m misunderstanding what population consume? I couldn’t find any hidden mouseover anywhere that told me what they actually need, but assumed it was just replentishments.

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