I should clarify a misconception about the deflector shields;
They actually block 80% of the damage, but only on the glowy blue field hexes.
That 80% does decrease towards zero as the shield is worn down; when the shield is at 30/60sp, it will only block 40%.
The 25% value that was being mentioned is the opacity of the shield *generator* itself.
Most hull components have 25% opacity, so damage blasts will dig into the guts of your ship a bit rather than splashing directly on the surface. (for thin ships and small fighters, a lot of the damage from heavy guns will pierce right through and out the other side)
The stats shown for HP/AP/SP are for the particular hex you're hovering over with the mouse. Shields only provide their protection where the barrier is, and most weapons and engines have a weak point right on the barrel/nozzle, which will take more damage than normal when hit.
As for starting a game with multiple designs, it may be easiest if you design the ships separately from the bases.
What you can do, is zip the EMPs together with a .txt saying how many of each design you want.
If you rename the zip to .EMP, you can upload it to PBW, and the game host can download, unpack it and add the various ships to the start scenario.
Being able to tell if your ships hold together and how fast they are is really handy.
Some general design tips for your fighters and gunships:
- Typical acceleration for a fighter is 2.5 forward/back and 0.2 in the four sideways directions. Warships should try to have accel in at three directions, with 1.5 or better forwards. Missiles are good at accel 5, usually in a SE/SW direction so you get a cone of options.
- Turn rate for fighters is best at 2.01 or better so you can turn to face any direction at any time during a dogfight. This generally requires a starfury style design, with smallish thrusters way out on struts for huge torque. Big ships can get away with 1.0 turn rates, or even 0.5 if they stay at long range.
- Watch for the color of the acceleration stats. There is a big difference when the color changes.
- Even a teensy bit of sideways acceleration is really handy. 0.1 accel sideways isn't much use in combat, though it can get you out of the occasional jam when a missile has you boxed in. Where you will really love it is when you're trying to dock. Being able to kill a small sideways motion without having to take a couple turns to rotate the whole ship is really nice.
- At least a small amount of Energy storage is critical; most weapons require some stored power to fire and shields require stored power to recharge since those events occur before the energy generation phase happens. Everything else can be run straight from the reactor.
- Energy storage is a lot cheaper and lighter than reactors, so its good to have them on your attack craft while the reactors stay behind. A small reactor on a larger ship is still nice since it lets you fly around forever, but don't expect it to help in combat when you need full shields and guns.
- Point defence == small lasers, and lots of them. If you need to shoot down a missile, small laser spam is where it is at.
- Accuracy scales inversely with weapon size. Medium guns are good vs small ships or fighters, heavy guns for big ships.
- Weapon shots DO travel out from your guns in a straight line before they reach space and can attack the enemy. Make sure your gunbarrels are clear of obstructions, or the offending parts will be severely damaged (and the shot may not even make it to the enemy)
NOTE: this also applies to explosive warheads and EMP warheads. If you detonate one, your ship will be toasty. Be sure to lower shields before detonating an EMP.
- Always have more than one CnC component just in case. Headshots happen.
- Enable your defences one turn before you enter weapons range. Shields come up and gunports close only after weapons have fired during the turn. On the other hand, shields drop and gunports open *before* weapons fire during a turn, so make sure you really are clear.
- Weapons fire happens before movement. Always aim at where the enemy is now.
- Friendly fire is a thing. Check that your shot path is clear of allies before attacking the enemy behind them. Also; ships in the same hex as the ship which is firing, have a 1/6 chance of being in the way.
- Small ships can hide behind big ships if the angles work out that way. Conversely, if your enemy lines up multiple targets in a row, you're pretty much guaranteed to hit something if you fire that way.
PS:
As a reward for making this far, here's a time-lapse video of a fighter over the first 900 turns of a PBW game.
https://www.youtube.com/watch?v=Ez-6pXs6jW8