In tactical combat ships move faster and are more responsive than in vanilla SOTS.Ship Yards (formerly Repair Stations) offer a +25% ship construction rate bonus.This will reduce your income, as well as force you to have to build up your fleets more proactively, instead of reactively.This will tie up your worlds with construction duties longer.Repair is available in fission age, and there is a standard version of the repair ship so that you can take advantage of repair regardless of which order you research ship size classes in.With intelligent management and judicious use of retreat, you should be able to keep your ships alive much longer.You have more control over what combinations of weapons you wish to use on your ships (there are no missile-only mounts, for example).(you must redesign your ship to take advantage of this technology). Dual barrel variants effectively increases the firepower of a given mount to 150% of a single barrel version.There are explicit techs to unlock turrets with multiple barrels for various weapons systems.a small mount pulsed laser cannon in a medium mount supplies exactly one small mount pulsed laser cannon.) Using smaller weapons in larger mounts offers NO additional benefits.Everything else is random, or salvageable. Each race is guaranteed to get at least one major weapons technology line. Most weapons technologies are NO LONGER core.So battles begin further out and can take on a more epic feeling to them. Weapons generally have longer ranges than in vanilla SOTS.There are a wider variety of weapons within each class of weapons (more torpedos, more missiles, more ballistic weapons, etc.).
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