I have a missile specialist with 65% bonus and 5 labs. I also have a missile specialist with 0% bonus and 50 labs.
I don't know who I should have fighting rabid animals and who should win a nobel extermination prize.
The biologist extermination plan worked. I've got two missile specialists now, so yay.
I'd love it if your biologists could research medical stuff so your leading commanders and scientists don't die
of strange medical conditions though, I've lost a couple of 35 and 40%ers because of them all developing space cancer. At least my defensive specialist cranked out a new armour and shield tech before he croaked. Maybe they're dying from overwork...
Also the 65% specialist is a real bro. just have him working on side missile projects while your 10-20% guys with 20 labs do main ones. then when the main project finishes, switch the side project in instead. I've been doing that with some of my 40% power/sensor scientists and it works a treat, since each lab is pound-for-pound more efficient.
That said... Dear lord my engines
suck. I thought my ion drives were pretty good-- compared with the first few tech levels. Now I'm trying to design a vessel with engines as a percentage of the total tonnage and WOAH I can't even get to 4k/kms without 60% mass devoted to my current ion engines. Then again, all my current engines are skewed towards fuel efficiency, the most powerful one I had was 1.00 to 1.00 EPH, aside from my fighter or missile engines.
Magnetoplasma engines on the way, but a 50HS engine with 2x power for 5x fuel comes to about 1600 power and 2700+ Fuel cost.
That scares the living hell out of me, but of course it would be laugh at my other engines.
Anyone recommend some decent warship engines? I'd like to keep the fuel cost low, but for smaller craft I don't mind blasting the power right up. I'd also like it to be redundant if possible, cos I don't really like the idea of having my 1600 power engines blow up, leaving my ships stranded in space
@foarl: Yeah, after a jump any sensors take a while to activate so you're essentially blind. It works both ways though, if anything comes through to your side your picket forces/missile PDCs could get in a few hundred good hits depending how many missile launchers they mount and how fast they travel. my first plan once I colonize the next system is to drop some kind of missile base ontop of every jump point.
Also unless you have 1 resolution sensors with a decent range some missiles can pass your entire scanner range without being detected. You want something like 1 resolution size 20 depending on your sensor tech level. That will probably give you a max range of say, 10m/km and say something like detects size 6 missiles at...1.5m/km.
Considering the smallest time increment is 5s, a 30k/kms missile would be able to travel 150k/km per tick. So any sensor with the missile detection value lower than 150k/km wouldn't pick that missile up before it strikes. a 1.5m/km missile detection range would therefore let you detect that missile earlier and if you have the tech for tracking vs missiles, give you a better tracking bonus to hit them with your PD lasers.
Resolutions higher than 1 probably won't pick up missiles at all, those are for searching for ships etc. Again, something like a sensor designed to pick up a 6000 ton ship will be hard pressed to find say, a 3000 ton fast attack craft.