

The ship building is just as dynamic if not more than stardrive. Originally posted by Omnia:Hmm i thought it had more dynamic ship building like stardrive i guess i was wrong, so i am guessing i should wait for 1-2 more month. In this aspect, the game leans towards 4x, but it is still mainly an RTS by nature of military-economic development taking the forefront over all other facets of the game. There are many different resources that result in the generation of various forms of captial(money, influence, energy, FTL, research) which you then spend in their respective spheres. Ships, stations and government buildings cost money to build and money to maintain. In SR2, planet development is based on supply chains and population, and you can build structures on planets to supplement your economy. You had credits from population and trade, metal and crystal from asteroids/refineries and a simple market that sort of tied it together. In terms of economy building, Sins is very simple. Only flagships have any abilites, and they are abilities based on what equipment you put on your ship rather than class-based abilies like in Sins.

If I were to make a comparison to Sins, the combat is more strategic than tactical, with combat being centered more around economic development, fleet design and line combat. an assault fleet with durable short range designs vs a long range missile platform with support designs centered more around supplying munitions to the platform). With this in mind, you design your captial ships and support ships to be used at certain ranges (ie.

You can toggle whether to keep your distance at said ranges, and whether your fleets will pursue hostile ships in the local system or hold their ground. You can set a fleet to attack from support range or flagship range. You could make a command vessel whose sole purpose is to run around with a huge fleet of support craft, or you could make a giant weapons platform whose support ships do nothing but supply munitions.įleet behavior is pretty simple. Ship design currently has limited space, so you get to decide how much you want to put into what. For example, you make a small capital ship that has 100 command points, and you design a support craft that has 10 weight.this means that the capital ship can have a support fleet of 10 of these vessels. You have the option of incoporating modules onto capital ships that provide command points for support vessels, and the total command points that a flagship has is the total weight of support ships that it can carry along. Flagship/Station design in the vanilla SR2 game is far more dynamic than that of support ships, which are always limited to basic modules. You can design flagships and you also can design support ships.
