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  #11  
Old November 30th, 2006, 03:52 PM

bearclaw bearclaw is offline
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Default Re: Base Design Theory

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President_Elect_Shang said:
1) Bases can�t move ships can. 2) If I am doing a massive fleet overhaul I can summon as many repair ships to that location as I want. Otherwise I would have to build repair bases then mothball or scrap them later. That would be a waste of time and resources. 3) My borders are always changing and my fronts are always shifting from war to war.
Of course, this assumes that you are actually winning a war
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  #12  
Old November 30th, 2006, 04:27 PM
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President_Elect_Shang President_Elect_Shang is offline
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Default Re: Base Design Theory

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bearclaw said:
Of course, this assumes that you are actually winning a war
I beg your pardon good Sir! I always win� Do you really think I would ever hold a toilet brush?

A support fleet is fine and I hope everyone uses some form of one. Also like I said as long as you are having fun that is what matters. I am a strong believer in mobility and while you are mothballing basses and building new ones I will just be pulling my repair ships up. Bases may be cheaper, I never said they weren�t. What I said was that you are going to be paying maintenance for �a� vehicle either way you go. I would prefer to pay mine for full mobility.
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  #13  
Old November 30th, 2006, 10:29 PM

Dejavuproned Dejavuproned is offline
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Default Re: Base Design Theory

I think we can agree to disagree here, both methodes of madness have merit. My thinking when I designed my repair bases was it was relitively early game and I hadent teched up to shipyard components yet (I didnt even know which level was needed for it). I had recently retrofitted a fleet of some 30 ships (1 by 1, I wish aaron would fix that, grr) without realizing how long it would take to repair all the ships with just the planetary shipyard. I dont know what size of fleets you usually work with but with moderatly early tech you need more then a few repair bays to repair a fleet of 20-30 ships in any short ammount of time. If I were to use repair ships it would take longer to produce and been far far more expensive since at the time I belive I only had destroyer, maybe early light cruiser hulls which could fit only a couple repair bays. Of course its not that I dont belive in repair ships, especially after that I made it manditory for each fleet to carry a couple frigate hull repair ships for quick repairs on the run.
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  #14  
Old November 30th, 2006, 11:29 PM
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Default Re: Base Design Theory

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Dejavuproned said:
...I belive I only had destroyer, maybe early light cruiser hulls which could fit only a couple repair bays.
Grrr this drives me nuts about stock! In my mod you will be able to use freighter hulls as platforms for repair ships. And freighter hulls in my mod also have reduced maintenance costs, crew demands, and life support demands. I think Balance Mod does the same thing? Is that what you are using?

Agreed to disagree! Great discussion and thank you for joining me in it! I feel we both raised some very good points that will help other players to formulate their own plan without having to use the old hit-or-miss method.
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  #15  
Old December 1st, 2006, 01:04 AM
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Default Re: Base Design Theory

The Balance Mod allows a number of components to be counted as cargo including Supply/Ordnance Storage, Repair Bays and Space Yards.
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  #16  
Old December 1st, 2006, 01:15 AM
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President_Elect_Shang President_Elect_Shang is offline
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Default Re: Base Design Theory

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Captain Kwok said:
The Balance Mod allows a number of components to be counted as cargo including Supply/Ordnance Storage, Repair Bays and Space Yards.
Yes! And yet another reason why it should be stock!
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  #17  
Old December 1st, 2006, 12:48 PM

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Default Re: Base Design Theory

Love the discussion, this is getting interesting, and it's really gotten me thinking - the point of discussion after all!

Historically speaking, AR's (or fleet repair ships) have been based off of merchant hulls, as with tenders. Glad to hear you adjusted this Kwok, I'm using your your mod and when I get home tonight will try out using my freighter hulls!

Do freighters also allow robominers to count as cargo?
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  #18  
Old December 1st, 2006, 01:03 PM
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Default Re: Base Design Theory

In Balance Mod they do.
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  #19  
Old December 1st, 2006, 03:44 PM

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Default Re: Base Design Theory

Woo Woo! Thank you Captain Kwok!

Is there a discussion area for your mod? Do you take suggestions?
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