Speed limits for non-combat ships?

Does this bother anyone? After I have researched some good engine techs, my non-combat ships, constructors, transports and freighters are incredibly fast, much faster than my combat ships because they are unarmed and have space for engines. So I have these huge ships that are supposedly carrying vast amounts of supplies/trade goods/construction materials/troops, and they are always faster than my combat ships.

Shouldn't military ships always be faster than bulky cargo carriers?

Who is for putting a drag effect on freighter hulls to reflect their bulk and make them get less out of their engines?
11,143 views 9 replies
Reply #1 Top
Why can't I ever see my posts in the main forum?
Reply #2 Top
I'm absolutely against that.

Why do you want to make it more annoying to ship your fleet of constructors or troop transports around?

Freighters arn't such an issue as you proabably build only 20 or so per game, and haveing them faster just means you get your routes up faster, especially on big maps. Who can wait 100 turns for a speed 3 freighter to go across teh map to set up your trade route?
Reply #3 Top
No, because then your ships die. Constructors etc are fast to avoid being blown up. The size is changed, which eliminates your issue, and there is no drag in space. I'd have thought that would be obvious
Reply #4 Top
I also don't like that idea. The current setup works quite well. (Besides, there is no drag in space. The engines only need to overcome the initial inertia, but after that there is no reason they shouldn't be able to go as fast as the smaller ships.)
Reply #5 Top
They go faster because you put more engines on them. If you want slower transports it's not hard to figure out how to make them. A semi truck with a rocket engine is going to be faster than a stock Pinto, even though it's bigger. And thats with the drag co-efficient on land.

or you could add some speed to your fighters and you would be able to catch the AI constructors.
Reply #6 Top
or you could add some speed to your fighters and you would be able to catch the AI constructors.


Exactly. It's not as if you need a fighter to have more than 1 beam weapon to kill a freighter, unless it's late in the game and your enemies are adding defenses (and weapons) to their freighters. (Do they do this? I dunno, I am working my way up in difficulty levels gradually game-to-game, and have never seen it yet, but I am far from playing high-end games).

Note also that cargo hulls have a lot less hitpoints than combat hulls, they are little more than a framework to tie engines to a big box (or boxes), whereas combat vessels can take a bit more pounding.
Reply #7 Top
or you could add some speed to your fighters and you would be able to catch the AI constructors.


Jep. Made an Interceptor class for that purpose.. No need for big guns just a tiny laser lots of engines and some support and let the hunting season begin.

Offcourse those Interceptors are not to be used against enemy war ships. Still I do make other interceptors just for fleets that have transports in them.. Just in case
Reply #8 Top
I just think it's a type of exploit. Speed is a big advantage, and the current rules allows you to create low maint, super fast ships that can kill anything that isn't armed. Something that the AI doesn't do. I little drag for cargo hulls would temper this exploit.
Reply #9 Top
I've seen the aI build very very fast ships of all kinds when they have the technology to do ti.