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so that any available fleet slot can be maxed so if i have 1294, of 1,300 support slots filled i add 6 swarms to balance it out. every enemy ship was destroyed and barely scratched any of mine i figured my size 1 frigates would take some casualties but nope.Īt the current state of the game HP, and Firepower matter more than the design i think.Īs far as type mine tend to be sized according to there class I make frigates the smallest when i advance i tend to make them about size like 10-30 Destroyers are somewhere around 30-40 and Cruisers are from 45-80īut i keep some frigates size 1 and name them "Swarm" and give them missles. it was more of a slaughter then i really thought it would be. though at this point in the game each support ship has like 24k health(some of the smaller size 5 ones have only 2k health) i'm playing with a bunch of small galaxies and the AI doesn't seem to expand/advance as quickly so each of there capital ships (mostly heavy carriers and dreadnoughts) only have 25k health max.so.its safe to say there fleets don't stand much of a chance.īut i'm always cautious so when i decided to test my fleet against an AI who seemed to have over 2,000 ships I sent 6 fleets with maybe 500 ships total. My ships usually have more armour the nthey do firepower.currently i have a size 1,000 titan, it does about 54k damage, and has 19m health which.safe to say it doesn't need support ships but it has them. If its a support ship for planet defense its definitely a missle vessel since they have a bit more range and my philosophy is destroy it before it can reach you/open fire on you. if its just a scout fleet then the support ships tend to have somewhat bigger engines then weapons for the sake of speed. Usually it just depends on the role the fleet takes for me. Generally i find research into subsystem health works better then how you paint them. The support ships it depends really if its a frigate, I usually give it long range weapons since they tend to be the smallest ship in the fleet thus more of them are able to be placed.ĭestroyers i usually give Missles, and Railguns Missles on the wings and then Railguns in the forward part of the ship (or was that cruisers?) anyway. Support ships ordinarily have no maintenance cost, unless "supply crates" are added to the design.I usually just put mixed weapons on all of my ships. Additional maintenance costs are added based on the components in the design. Liquid Armor has no damage resistance, but health can flow from high health hexes to adjacent low health hexes, providing a regenerating barrier until the entire pool of liquid armor is depleted.Īll flagships and Stations have a maintenance cost depending on their size.
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Neutronium Armor has the most health of all armor types, but is extremely heavy and costly to build. Reactive Armor is very good at reducing large hits, but fails against smaller hits. Ablative armor has additional increased resistance against beam weapons. It works decently against all weapon types.Īblative Armor has less health than Plate, but has higher damage resistances.
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Rockets do a very large amount of damage in volleys, but have a very short range. Missiles do a lot of damage in a single hit, but cost a large amount of supplies to fire. Lasers hit instantly and cannot miss, but they spread their damage out over time, making them vulnerable to being negated by armor. This makes railguns more effective against large targets like fleets of ships. The shots fired spread out over a small radius, meaning that they don't hit on every shot. Railguns Provide a lot of dps, but they have a firing arc (meaning they cant fire in every direction) and a lot of their shots miss, especially when there is only one target. If a subsystem's core is destroyed, the subsystem as a whole goes down. Most subsystems that span multiple hexes will have one hex designated as the "Core" or "Turret" hex. Design ships that fit your needs, strategies. Ship designs consist of many subsystems of different types, each subsystem is a coherent whole consisting of one of multiple hexes. The resources you choose matter, and will guide your empire and its conflicts throughout the entire game. When a fleet runs out of supplies it will not be able to capture any more planets and will experience significantly reduced combat effectiveness. Support ships do not carry their own supplies, supplies must be carried by flagships. Every ship design is made up of subsystems which are placed on a hex grid. Flagships can be directly commanded whereas support ships must be assigned to flagships or planets, they can not be commanded individually. There are two functionally different types of ships: Flagships and Support Ships. Designing your ships can give you a very significant advantage in the war on other empires.