Shields in particular increase maintenance costs quite a bit now. Maintenance used to be determined by the number of squares a hull has, so the maintenance cost of a hull was always the same, regardless of the ship’s design. Energy weapons don’t require ordnance, but they can be a tad trickier to design ships for.īlack Box now calculates ship maintenance costs based on the ship’s production cost, so efficiency is more important than ever. However, since the Opteris don’t have the trait to reduce ship maintenance costs, or the trait to help them make more money, those larger ships typically result in fewer ships in the fleet.įor this guide, I intend to focus on energy weapons, but I sprinkle in some other weapon types. This often results in lower speeds, especially if not taken into consideration with ship designs, but it also allows them to create designs that most other factions simply can’t. In addition, the Opteris have some of the largest ship hulls in the game. It arguably might make them the faction that requires the least micromanagement, at least when it comes to colonizing. This makes colonizing as the Opteris very simple. This is great because they prefer Barren planets. In game-play terms, not needing food means that the Opteris can completely ignore the Fertility of planets. You can roleplay that the Opteris in Stardrive 1 got rid of all of their organic parts if you like. In StarDrive 2, they more logically consume 50% food and 50% production (they’re cyborgs, not robots), but StarDrive 1 was never changed to match. In StarDrive 1, this means they do not eat food. The Opteris are cybernetic organisms, part machine and part organic.
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