Looking at stations and outposts

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Chasm
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Looking at stations and outposts

Postby Chasm » Fri Nov 24, 2017 6:53 pm

Outposts used to provide both repairs and refueling. This was changed with the arrival of the DLC pack. Since both of these are station sized items, and since an outpost can only mount 1 station device, an outpost can only be used for refueling, ever. But what if an outpost was boosted to 2 station slots (edit:replacing the system slot with a station slot)? This would allow multirole outposts, and GREATLY boost the value of improved solar panels, since without them you would need to use the 2nd slot for a reactor.
Last edited by Chasm on Fri Nov 24, 2017 8:26 pm, edited 1 time in total.

bjg
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Re: Looking at stations and outposts

Postby bjg » Fri Nov 24, 2017 7:20 pm

You mean changing the "system" slot to a "station" one, right?

Chasm
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Re: Looking at stations and outposts

Postby Chasm » Fri Nov 24, 2017 8:25 pm

Correct.

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Arioch
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Re: Looking at stations and outposts

Postby Arioch » Fri Nov 24, 2017 9:25 pm

Large stations have two slots. The outpost/small station is meant to be an inexpensive hull for a single purpose, which is small enough to be deployable.

Since you can't currently edit the payload of an outpost transport, a second slot wouldn't do you any good anyway. You should be able to put a second outpost with a construction module at a planet if that's what you want to do, which you'll be able to do when Sven gets around to fixing the editable nature of outposts.

AMX
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Re: Looking at stations and outposts

Postby AMX » Fri Nov 24, 2017 10:47 pm

Arioch wrote:Since you can't currently edit the payload of an outpost transport, a second slot wouldn't do you any good anyway. You should be able to put a second outpost with a construction module at a planet if that's what you want to do, which you'll be able to do when Sven gets around to fixing the editable nature of outposts.

What about simply editing the Outpost ship design?
I use that all the time to give my outposts Science Stations instead of the reactor, and it seems to work fine.

akkamaddi
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Re: Looking at stations and outposts

Postby akkamaddi » Sat Nov 25, 2017 12:10 am

This is a bit of a non-sequitur, and my apologies, but a possible work-around is to allow a structure-slot "Repair Facility" be created for ships.

To be more realistic, a mobile repair ship can only fix one ship per turn, but it may be easier to just have it work like a normal construction bay.

If you make the power requirements extremely high, then the ship would not be able to equip anything beyond a weak shield and a few point defense weapons, but would otherwise bulk up on armor and Reinforced Bulkheads. If this also cuts the ship's speed in half (or less), the ship would be an easy target in combat. It would also make sense that it could not be used if there are enemy forces in the system.

This may be too over powered, but it's an idea.


EDIT: Ok, thinking about this...

It would require a bit of design work, but recycle the interface from a planet's ship upgrade option. Each turn, a ship with a mobile repair bay can select one ship from the fleet that is equal or lesser in size, including itself. On the next turn, the selected ship is fully repaired.

A few ships like this could keep the most critically injured, or critical, ships in an advance fleet repaired, but the ships would be an easy target on the battlefield. If the fleet gets back to a station with a construction bay, the fleet can be repaired normally.

Sorry for the digression.

zolobolo
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Re: Looking at stations and outposts

Postby zolobolo » Sat Nov 25, 2017 7:17 am

akkamaddi wrote:This is a bit of a non-sequitur, and my apologies, but a possible work-around is to allow a structure-slot "Repair Facility" be created for ships.

To be more realistic, a mobile repair ship can only fix one ship per turn, but it may be easier to just have it work like a normal construction bay.

If you make the power requirements extremely high, then the ship would not be able to equip anything beyond a weak shield and a few point defense weapons, but would otherwise bulk up on armor and Reinforced Bulkheads. If this also cuts the ship's speed in half (or less), the ship would be an easy target in combat. It would also make sense that it could not be used if there are enemy forces in the system.

This may be too over powered, but it's an idea.


EDIT: Ok, thinking about this...

It would require a bit of design work, but recycle the interface from a planet's ship upgrade option. Each turn, a ship with a mobile repair bay can select one ship from the fleet that is equal or lesser in size, including itself. On the next turn, the selected ship is fully repaired.

A few ships like this could keep the most critically injured, or critical, ships in an advance fleet repaired, but the ships would be an easy target on the battlefield. If the fleet gets back to a station with a construction bay, the fleet can be repaired normally.

Sorry for the digression.

Seems sensible but also something the AI would not produce or be able to handle properly on the strategy map
Guess the repair ship handling in tactical battles is more or less simple: retreat if estimates immidiate danger or loss of engagement but the development time for the above would offset the benefit it brings or give the player another huge advantage over the AI


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