The only carrier implementation I would support would be a great big module that only fits on large or huge ships that allows only tiny ships to share the big ship's engine speed and life support when they're grouped in a fleet. That would make carriers more appealing with high logistics scores for big fleets, but attrition of the fighters they support would hugely weaken the fleet. I think that could be easy (relatively) with only 1 module, 1 extra tech on the logistics tree, and coding suppo
Big Jim Slade
If the game indeed rounds down, there's no point in putting on secondary defenses of rating 2 or 3 either since the square root will be 1, the same as level 1 armor. If I were putting secondary armor on, I wouldn't probably bother with anything better than titanium until I got Kanvium for instance. (Kanvium III is as small as titanium so the only reason to not bump up would be if you're cash strapped.) *When 1.2 patch changes the combat so that defenders get to shoot at the same time as at
A trick that worked well for me in my last game was to build scouts with a cargo hull. Then I made ship designs of a constructor with long range, another longer range and faster scout, and a survey ship on a cargo hull. I then upgraded the existing scouts to allow them to scout faster, survey anomalies, or turned them into constructors on top of resources to build a mining starbase early, which also extends my range. As I ran out of anomalies and unscouted areas, I sent the remaining scouts to