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Author Topic: Supership Help  (Read 24895 times)
Chronos
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« on: April 30, 2006, 11:58:29 PM »

I'm trying to design a medeocre or better supership and I just wanted some advice.

1. How big is the average (or suggested) supership?
2. What range  of hitpoints should I be aiming for?
3. What's a good example of a non pathetic (yet reachable) attack power? And,
4. What special stuff would be a good idea to add?

If some people could answer a few of these questions for me, that'd really help me out. I'd try answering these questions on my own, but I literaly (truely, completely, so totaly, etc.) can not tell a good design from an attempted yet considerably bad design. Opps

Oh, and just to preempt you commercial ship designers. I do not have, nor can I afford, a Gold Account, 'kay?  1
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Gunfighter Frank
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« Reply #1 on: May 01, 2006, 01:47:05 AM »

well that depends on whom you ask.  Because what I call escorts many others call super ships.  So that is a matter of opinion.  Myself, Ronald, WoW, Lightseeker, are some of the best big ship designers, and almost forgot Lunarnova is now in the business of building super ships.
Ars Nightguard are some of the better swarmer designers, along with Nicholos whom is now in basic training.
there are others as well but those are the best ones I know of and there are some up and commers out there as well.  get a gold account and purchase a couple of my ships you will see then
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Chronos
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« Reply #2 on: May 01, 2006, 02:15:15 AM »

*Ahem*

Oh, and just to preempt you commercial ship designers. I do not have, nor can I afford, a Gold Account, 'kay?  1

Anyways, I'm just looking for something bigger than a swarmer, pretty much.
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Gunfighter Frank
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« Reply #3 on: May 01, 2006, 02:54:11 AM »

message me in game I will give you a taste in your price range
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Gunfighter Frank

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« Reply #4 on: May 01, 2006, 02:54:40 PM »

Yay! Thanks.
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ars68
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« Reply #5 on: May 01, 2006, 04:44:37 PM »

actually, frank, I am starting to get the hang of superships now as well, especially after swarmers got majorly jipped begginning of the round. 

anyway, chronos, you need to understand something, I feel (though not all, they like to make it's defenition and opinion) a supership can more or less be defined as "a ship that does not rely on swarm bonus"  and swarm bonus really stops helping out around 100k~200k ish space, so this could be a 1 million space cruiser, or a 1 trillion space deathstar. 

however, there are certain things you can do that help:
1: you can't rely on swarm bonus to give your ships higher stats then what they show.  you need to start pumping out ABS and accuracy, but not to much, remember, they make prices go up exponentially
2: don't bother with defense unless you are planning on buying a LOT of them with high crew level.  go for straight out HP instead. I tend to add on a LITTLE defense, to help with facing multiple fleets, but this is not even reall 1% of it's hp.
3: don't forget computers.  they can help raise your accuracy even higher.
4: use all your space in powercore.  trust us on this one, it helps a lot.  but remember, don't just put 1 space on everything else. space cost goes up exponentially so far down.
5: try to keep individual system cost down. think of it as "discounts" any credits you go through energy is discounted, as is space.  but costs for the systems yourself are given with "no discount" this means BELOW 1000 credits. remember, if the cost is less then 1, it jumps back to 1000 price.
6: keep trying.  you'll get the hang of it. these are just the majority of the "designing pitfalls"
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Chronos
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« Reply #6 on: May 01, 2006, 04:47:58 PM »

Thanks! That's really helpful.
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Demitrious Ducas
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« Reply #7 on: May 01, 2006, 05:12:57 PM »

Dang ars68! Your giving away all the good info... Save that sweet lovin info for alliance mates  16

stupid

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« Reply #8 on: May 01, 2006, 05:16:04 PM »

ducas, he didn't say HALF of what he knows!
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ars68
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« Reply #9 on: May 01, 2006, 05:18:14 PM »

ya, there is PLENTY after that to get really good ships.  as I said, those where just the more notorius "designing pitfalls" that can automatically make an otherwise good ship, horrible.  but there is MUCH MUCH more to it then that.
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Chronos
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« Reply #10 on: May 01, 2006, 05:41:42 PM »

Regardless of whatever, it's still really good advice, compared to what I know. Opps
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« Reply #11 on: May 01, 2006, 07:45:33 PM »

i can tell you some other information on the clan page Chronos

i had no idea people made swarmers up in to 100k space atention
im only just now dabbling in them, i always lost me Cruisers and Deathstars to easily during raids.

Also
Im thinking about making a balance. A few hundred cruisers and thousands of swarmers. any input on this idead
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« Reply #12 on: May 01, 2006, 10:48:42 PM »

ya, 100k space is REALLY pushing it.  normally, a swarmer may be from 10k to 50k space.  but everyone else takes "swarmers" as any ship you have many of in a single fleet."
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« Reply #13 on: May 02, 2006, 12:31:21 AM »

yes I have used 1 million ton ships as swarmers and so have a few other commanders in other rounds, that is why you will see some of the big ships with lower attack and hitpoints but defense ~ = attack and defense
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« Reply #14 on: May 02, 2006, 04:45:46 PM »

so would mixing fleets be wise or not
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