Regarding Extended Range Vessels

A lot of gamers means a lot of opinions - share and discuss them here.

Moderator: Erinys

JPowell
Posts: 14
Joined: Sat Aug 14, 2010 1:55 am

Re: Regarding Extended Range Vessels

Post by JPowell » Tue Apr 29, 2014 11:04 am

I realize I'm late to this conversation, but with the need of a command vessel (which lacks extended range) I find the current extended range class to be useless. I miss the ability to send a reasonably cheap ship into the void to explore. Now, you need at least two ships, the extended range ship (which can't use it's range) and the command ship.

I suggest changing the "extended range" module from the main section to the engine section (where it probably should be anyway.) This way a player can design a ship that has a command main module and an extended range engine module, giving us a true scout ship that would be its own "fleet." The extended range engine module could be defined as being capable of "X" additional range over whatever that engine would provide, with a trade-off of reduced protection for that module.

User avatar
Resok
Kerbicron Cleric
Kerbicron Cleric
Posts: 3589
Joined: Mon Aug 21, 2006 8:58 pm

Re: Regarding Extended Range Vessels

Post by Resok » Tue Apr 29, 2014 11:20 pm

I still find plenty of uses for ER cruisers early game simply due to them being cheaper to build (lower prod and savings costs) than Armor ships. Thinking of them in terms of SOTS1 logic when SOTS2 requires new and divergent strategies is ill-advised.

Simply put having larger skirmish and scouting fleets early game is essential, and if you need to cut costs then ER ships are the way to go. They still pack way more of a punch than Supply ships in combat, and their lower supply costs and higher supply totals make them ideal for combat-capable long distance journeys.
- Resok

User avatar
Pavane
Posts: 452
Joined: Fri Jun 26, 2009 1:19 pm

Re: Regarding Extended Range Vessels

Post by Pavane » Fri May 02, 2014 1:35 am

Extended Range cruisers can make good commerce raiders.
Stellar Union

User avatar
Badger (mp: Mercy )
Posts: 5
Joined: Fri May 16, 2014 2:10 am

Re: Regarding Extended Range Vessels

Post by Badger (mp: Mercy ) » Fri May 16, 2014 3:42 am

Pavane wrote:Extended Range cruisers can make good commerce raiders.

>..Zhuul?
(cough cough ) Vagyr....? raiders need raiding ships. non-specialists are a boon to the AI anyhow
Were I in charge, it would even be, it's not the zhuul, oh reverse engineers, can't build solid ships, it 's that - you mostly see their raiders... 'mostly'
in my games my old ER's see endless service later as interdictors, raiders, and general all-around useful 'light cavalry'...

I digress... the point tho - is less specialization, good range ships have endless uses. (non-specialists are a boon to the AI anyhow)...Now i just have to convince the IA of that.

Post Reply

Return to “Suggestions”

Who is online

Users browsing this forum: No registered users and 1 guest