Aroura 4x - conceptual ship design lesson

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  • เผยแพร่เมื่อ 10 ก.ย. 2024
  • I missed engineering spaces! Ops! Don't forget to carry enough maintenance supply and engineering spaces so your ship doesn't malfunction to death.
    The new youtube uploader is pretty un-friendly so this description will always be the same from now on! If I'm using a modpack or something else that you might expect to find in the discription check for a pinned comment on the first episode of the series!
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ความคิดเห็น • 15

  • @WebGremlin
    @WebGremlin 8 หลายเดือนก่อน +3

    Cristo my man, your decision to look at this conceptually rather than specifically makes this video invaluable. There are so many variables in this game that the most important thing for someone to understand is the *why* behind it all. Then one can design something bespoke and effective to their own situation. The 30 minutes in this video have been more educational than the multiple hours of other videos I've waded through before. Thank you.
    One comment though - As someone with dyscalculia (the numbers-sibling of dyslexia) it would help me immensely if you wrote along with a train of thought or calculations. It can be hard to process information containing numbers if there is no visual aid alongside it, like around 15:10 for example. It's a niche comment I realise, but hopefully something that's easy enough to integrate should you choose to do more of these type of videos. Which I surely hope you will, because this was top-tier.

    • @CountCristo
      @CountCristo  8 หลายเดือนก่อน +2

      Very glad it could be so helpful :)
      Yes that makes sense, a visual representation would along with the numbers would have been much better. This was all off the cuff - I may well do an updated version for the new missile changes with more planning

  • @anotherone8805
    @anotherone8805 ปีที่แล้ว +3

    The thing that tricks people is that certain components have to all fit together. Assuming you're not using picket ships, your active sensor, missile guidance, missile range and launcher size all have to be decided on at the same time or you could get a missile you can fire at half its range against an enemy you can see at a quarter of its range.
    Since the active sensor tends to be the biggest problem to research and the size of it runs into diminishing returns past 4 hull spaces, I use that as the starting point and then put everything else into its limitations. Then when I get the components worked out, it's just a matter of stuffing it into the ship tonnage limitations.
    And if you want to work with a lot of smaller ships, you get to go really fast, but you must dedicate some of them to carrying nothing but the active sensors.

  • @mrmunchkin2181
    @mrmunchkin2181 หลายเดือนก่อน

    Came for the theory, stayed for the art

  • @rhiload
    @rhiload ปีที่แล้ว +2

    this game is crazy complicated on ship design, it took me way too long to even get remotely comfortable with ship design.
    good work btw

  • @OhMeGaGS
    @OhMeGaGS ปีที่แล้ว +4

    Audio is a bit (a lot) quiet :P Feel free to make it louder next time

  • @jesuschristusnumberonefan
    @jesuschristusnumberonefan ปีที่แล้ว +1

    "its got its missile innit"
    thought that you switched dialect for a second before realizing

  • @michaelsauer9129
    @michaelsauer9129 ปีที่แล้ว +1

    Other basic items are engineering spaces and maintenance bays.

    • @CountCristo
      @CountCristo  ปีที่แล้ว

      Yes I’m annoyed I missed those

  • @BoscodiOgigia-gy9nh
    @BoscodiOgigia-gy9nh ปีที่แล้ว

    Thank you!