Hello! I'm new to the game, and after doing a couple missions I tried my hand at designing ships. After a bit of trial and error I got the hang of it, but there are still things that I'm not sure about. And I'd rather not have to run a million trials to clear them, if I can avoid it.
My main question is, are there hidden stats for each module? For example, many engines make claims about efficiency, which if you compare thrust and fuel consumption are simply not true. For example, the smallest engine claims to be the most efficient, but it's thrust to fuel use ratio is 150/36 = 4.16 while the 7th engine's is 1050/120 = 8.75.
Now, I could concede that the assembly requirement accounts for the engine's mass, so a heavier engine, even if it's more efficient, wastes much of it's energy on moving itself. But you'd still have to account for the assembly of the rest of the ship, so a smaller engine stuck on a heavy ship could end up being less efficient than a big engine on a smaller one.
So, is the description hinting at some hidden variable? Or should I just ignore the descriptions?
Similarly for frames, the Talon (newbie frame) claims to be the "fastest", which for starters is a meaningless concept in a game that models newtonian physics, but which is also not specified as a stat. Is speed a hidden value separate from agility?
Finally, wings only have an assembly stat displayed. So ok, more expensive is better, but how can I tell how much better one is than another? Does the wing impact the agility or speed of the frame? I'd rather not have to test every configuration. Also, do wings only affect atmospheric flight or also space flight? I didn't find it in the descriptions.
Other than that, I love the game. It scratches the exact itch I'd been having for a while.
Ship design questions
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DaveK
- Global Moderator

- Posts: 4161
- Joined: Mon Apr 19, 2010 9:04 pm
- Location: Leeds UK
Ship design questions
Hi Kian - welcome to the game and the community 
A quick summary to get you started . . .
A quick summary to get you started . . .
- Bigger engines give you a bigger top speed but have very little effect on acceleration (Decide on the top speed you need - divide by 5 (for the IDS multiplier) and choose an engine that gives you that value - whe you use the IDS multiplier at x5 you'll get the top speed you want
- Smaller frames have higher acceleration
- All ships have an absolute top speed of just under 8000 - you get there eventually using the afterburner
- Have a look in either The Hints&Tips Guide (beware of spoilers) and/or The Mercenary Technical Guide - there's a graph of the rate of turn for all the wings - it's not linear!
Callsign: Incoming

Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


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Busch
- Captain

- Posts: 1468
- Joined: Tue Jul 20, 2010 1:07 am
- Location: Portland, OR. West Coast, USA
Ship design questions
Hello Kian, and welcome aboard!
Another consideration on engines is the available power for the rest of, or totality of, the ships' assets - once speed issues are settled. Shield cores, batteries, and rechargers. Cannon relays and heat sinks. Repair systems (w/o regard to engineer assist). ACM/AMS. Stealth systems [one installs as equipment, the other doesn't - ships' power use coin-toss.]. Mining/tractor beam {regardless of flavor}. And et cetera, in case I forgot some item of ships' equipment that has a draw on the available power supplied by the engine. The weapons system also has a draw on the fuel supply - another 'engine/power' consideration....
And there are other power considerations... to PvP, or not to PvP...that is the question... whether it is far nobler.... 
Dave's got you pointed in the right direction for most of the answers to your wing/agility/frame assets questions. Just remember that each wing set carries an 'implied' increase in either the available thruster package (usually placement/number), or the thruster package efficiency. Up to a certain level, where anti-gravity generators add their punch to the mix. The frame-of-choice also has an 'implied' thruster set, hence the basic frame agility rating. Remember also that wing and engine sets add their thruster and power packages to the ships' agility mix.
Another consideration on engines is the available power for the rest of, or totality of, the ships' assets - once speed issues are settled. Shield cores, batteries, and rechargers. Cannon relays and heat sinks. Repair systems (w/o regard to engineer assist). ACM/AMS. Stealth systems [one installs as equipment, the other doesn't - ships' power use coin-toss.]. Mining/tractor beam {regardless of flavor}. And et cetera, in case I forgot some item of ships' equipment that has a draw on the available power supplied by the engine. The weapons system also has a draw on the fuel supply - another 'engine/power' consideration....
Dave's got you pointed in the right direction for most of the answers to your wing/agility/frame assets questions. Just remember that each wing set carries an 'implied' increase in either the available thruster package (usually placement/number), or the thruster package efficiency. Up to a certain level, where anti-gravity generators add their punch to the mix. The frame-of-choice also has an 'implied' thruster set, hence the basic frame agility rating. Remember also that wing and engine sets add their thruster and power packages to the ships' agility mix.
Commander

[SW] Clan Squadron Lead - Retired
Call Sign: Busch



[SW] Clan Squadron Lead - Retired
Call Sign: Busch




