Title: Supership design help Post by: Xiron on April 14, 2009, 03:29:10 AM I've been attempting to design a 1.5-2bil supership, or some sort of fleet that doesn't die to unfortunate hits from 50-60mil+ power fleets (playing on PVE server to get my feet wet until dday on normal server), but as of yet I have still consistently lost ships against fleets of 50-60mil+ power. First error I made, now knowing it, was stacking them all in 1 fleet stack. But other than that they have a cost of 1.67bil, 77% accuracy, 60% absorb, and 855mil hp (804mil without commander/mothership module bonuses). If this is even possible, of course. At any rate, suggestions and reality checks would be great, as would suggestions related to how I might accomplish what I seek to do anyhow.
Setup follows, all components are 8wt except for weapon, which is 2 (don't remember WHY it's 2wt, likely no reason at all) and the powercore. Yes, I realize that they are not all under 100 credit costs, but some I felt were worth the little extra, since it already cost 1.65bil anyways. Anyhow, suggestions, criticisms, etc are welcome and appreciated 1x powercore, 9999670 weight, 4,000,000,000 energy produced 14x computer, 12% acc, 690833 energy each 1x computer, 16% acc, 4144998 energy each 1x shield, 32% abs, 34960366 energy each 18x shield, 29% abs, 4376899 energy each 1x shield, 28% abs, 2192366 energy each 1x special, 804,000,000 hp, 2,680,000,000 energy each 1x weapon, 50% acc, 356,013,662 attack, 1,190,246,426 energy each Title: Re: Supership design help Post by: Jan`go Vhett on April 16, 2009, 03:30:00 PM Looks good.
Just make sure your next one you use 8 wt. on the weapon. Also for your special and computer the optimal weight is actually 9, but that really isn't a big deal. Title: Re: Supership design help Post by: Comatose on April 16, 2009, 03:35:32 PM Actually, I find that using 10 weight for the weapon and special, everytime I can make them only cost 1 L:)
Title: Re: Supership design help Post by: Chronos on April 16, 2009, 05:21:05 PM Yes, the component's direct cost may decrease with 10 space. However, math has shown that the component's effective cost actually increases beyond a certain point. I believe it's 8 for weapons and 10-ish for specials. But my memory may be off.
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