Yes, the default is 1 million credits. And then you have to consider the costs of construction. And if someone comes along and destroys that station (with you being forced to either defend it or flee), you lose the 1 million credits AND the associated costs of construction. Where as in my...
Your reply has made me rethink the entire idea of securing a sector.
Because that's what we're actually trying to do, secure a sector. The base is just the means to the end.
This is a ship, designed as a mobile base by DrWhammy, found in here in his Shipyard thread.
Move it to a sector...
I disagree. It comes down to how important is this secondary station to you? If it's not worth the effort of protecting, why are you building it?
Any solution that's easy to implement is easy to destroy.
Hey, thanks for showing off the ship oc the month contest in your stream. I'd never have noticed, or had the enthusiasm to try it, if you hadn't been doing that.
So I've found the Thor thread, did you do one for January? And is there a thread for February up?
Thanks again, it's been fun so...
For the longest time, I would make a ship big and tough enough to handle pirates, with a cannon and lock on missiles as secondary concerns, and a big salvage cannon with lots of cargo room.
But just last night I was working on a mining drone. Figured I would give the fleet thing a try.
It's likely that a fuel mechanic will be introduced at some point. Even if it's some nuclear material that you need for your fission/fusion power reactors.
No, pirates are a wonderful case FOR having cargo containers. Pirates are generally after one thing: cargo. Dropping your cargo containers gives you a better chance at survival. Lose your cargo but keep your ship.
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