![]() ![]() So, keeping those three criteria in mind, here are some designs. The real challenge of the Highfleet editor, in my opinion, is to build ships that aren’t cost prohibitive yet still capable of fulfilling their intended roles. I have seen a lot of airborne monsters that will pretty much thrash any opposition, but as a consequence they are outrageously expensive. Having less than this range leads to an easily stranded ship in constant need of attention from fuel tankers. Strong freight rates and high secondhand prices defined shipping markets in. The distance between towns varies, but always seems to be somewhere between 8. By putting a price on carbon, directly or indirectly, the shipping industry. More is obviously better, but not at the expense of combat effectiveness. Any ship significantly outside of these two ranges (or directly between them) is going to slow down the reset of the squadron or fly at sub-optimal speed themselves. “Fast” is standing a decent chance of getting a sudden strike on local garrisons (around 300). “Slow”, in this case, means keeping up with the Sevastopol (100 give or take). Basically, there are one of two categories to aim for – slow or fast. Overviewīefore getting into the stats for individual ships, I think it would be a good idea to touch on three key points of fleet doctrine which guided the general design philosophy on display here. Additionally, they all saw extensive tweaks and overhauls in order to get the maximum amount of viability out of each design. That said, I did not copy and paste any of these war machines. They were derived from suggestions made on the Steam and Reddit sub-forums for Highfleet. Most of the vessels presented here are not original creations on my part. ![]()
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