I think they sould allow the aux ship to produce any ship up to destroyer but only one class of ship will get the speed bonuses, it will allow people to run them with sub frig dessi fleet and still rebuild all the losses with a malus in production speed for some ship
If the aux ships could tender to outpost and platforms by collecting rss within their operations or connecting operations, helping with repairs and rebuild, remove the size restriction to just aircraft module, or just small ship: frigate and destroyer module, capital: cruisers and that would be limited to repair not production. Remove the UECOIN requirement. The aux ship could be assisted with X8s in its requirement for resources from its local operations. As far as it's in combat fleet role, it's aa big repair and information/sensory platform. It would repair the related class depending on module fitted. So it wouldn't be an omni healer like cas aux, but more it would specifically have repair UAVs up to 5 for just cruisers, up to 4 for destroyers and 3 for frigates. That would be its flagship role strategy. Making it a back line flagship that is a logistics ships that help sensory link for AA or AS and help repair its specific module fitted class of ships.
Aux ships should really lean I to throw whole sub fleet support role and basically help be that mobile depot outpost tender that supports the sub fleets with repairs and rebuild and be command point and tech point viable.
Para resolver o problema dessa classe de naves auxiliares é simples. 1. Remover o custo de pontos de comando para esse tipo de nave, podendo ter duas apenas. 2. Essas naves passam a agir como uma base móvel, podendo fazer reparos sem custos, e produzindo qualquer coisa menor que cruzadores. 3. Em combates de acordo com os módulos, o jogador pode escolher o foco entre reparar, interferir na capacidade de acerto das armas inimigas e melhorar a mira das naves aliadas ou oferecer suporte antiaéreo. 4. Naves auxiliares podem receber sub frotas ou servirem de plataformas mineração remotas aumentando a capacidade de mineração e recebendo recursos. Fazendo isso o jogo se torna mais flexível e finalmente poderemos usar essas belíssimas naves.
I have just tried the Ediacaran in 3 different situations. My community had a large scale, long distance attack. I put the Ediacaran at the back thinking I could repair my fleet between battles. Trouble is it's too slow. Admittedly I don't have that much TP for it, but still. Even with several hours travel time is quicker to go back to base. And of course that doesn't account for lost ships. Same with keeping it in an exposed AMP site, keeping a guarding fleet in shape between privateer attacks. The only place it seems to be useful is when it's used as docking support on an outpost or AMP where a sub fleet is deployed. I had repairs to my fleet that was scheduled to take 8 hours. After docking the Ediacaran to the AMP, it was cut to 2 hours.
I dropped all the repair speed upgrades on the Ediacaran in the discord. Its repair speed can be huge if you invest. As far as production, I’ve seen some discussion from people about putting 2-3 Aux on a FoB for a community. And this allowing some people stay based at cities. But I expect it will be a week or two before people start trying something like that.
I think they should just throw away the mobile base idea of Aux ships, and make them buff fleets. Like the Ediacaran can buff fleets in battle, and the FSV830 could buff mining fleets. Something like that?
They both can already buff fleets. Just with the CP cost of em etc the buffs just aren't there and to increase the buffs to were they are there, would put players without them at a huge disadvantage. I like the idea of mobile bases myself just needs fine tuning.
They should make aux ships produce ships even if you have produced the same type of ships at your base and they should merge ship production and aircraft production.
For their cost and time to build they should basically be like your base but mobile...they should be able to build ships like you said corv and fighters or frig destroyers so they get more of a use..but they should build them as fast as your base builds them..they should buff the repair speed as well..in terms of RSS for building ships it shouldn't be the same as your base but slightly higher and I hate how ucoins are involved in it..they should flat out remove that...that will atleast make aux ships more useful..not to forget it's already annoying trying to pull one and get tp for it while they are super tp heavy
I think they sould allow the aux ship to produce any ship up to destroyer but only one class of ship will get the speed bonuses, it will allow people to run them with sub frig dessi fleet and still rebuild all the losses with a malus in production speed for some ship
If the aux ships could tender to outpost and platforms by collecting rss within their operations or connecting operations,
helping with repairs and rebuild,
remove the size restriction to just aircraft module,
or just small ship: frigate and destroyer module,
capital: cruisers and that would be limited to repair not production.
Remove the UECOIN requirement.
The aux ship could be assisted with X8s in its requirement for resources from its local operations.
As far as it's in combat fleet role, it's aa big repair and information/sensory platform. It would repair the related class depending on module fitted.
So it wouldn't be an omni healer like cas aux, but more it would specifically have repair UAVs up to 5 for just cruisers, up to 4 for destroyers and 3 for frigates.
That would be its flagship role strategy.
Making it a back line flagship that is a logistics ships that help sensory link for AA or AS and help repair its specific module fitted class of ships.
Well, at least now we can watch our fleet battles like movies. Lol
Aux ships should really lean I to throw whole sub fleet support role and basically help be that mobile depot outpost tender that supports the sub fleets with repairs and rebuild and be command point and tech point viable.
Para resolver o problema dessa classe de naves auxiliares é simples.
1. Remover o custo de pontos de comando para esse tipo de nave, podendo ter duas apenas.
2. Essas naves passam a agir como uma base móvel, podendo fazer reparos sem custos, e produzindo qualquer coisa menor que cruzadores.
3. Em combates de acordo com os módulos, o jogador pode escolher o foco entre reparar, interferir na capacidade de acerto das armas inimigas e melhorar a mira das naves aliadas ou oferecer suporte antiaéreo.
4. Naves auxiliares podem receber sub frotas ou servirem de plataformas mineração remotas aumentando a capacidade de mineração e recebendo recursos.
Fazendo isso o jogo se torna mais flexível e finalmente poderemos usar essas belíssimas naves.
How to know if AuxShip is worth it:
1.Count the total CP cost of AuxShip+ships Produced
2. Count the Total CP cost of Ships without AuxShip producced
I have just tried the Ediacaran in 3 different situations.
My community had a large scale, long distance attack. I put the Ediacaran at the back thinking I could repair my fleet between battles. Trouble is it's too slow. Admittedly I don't have that much TP for it, but still. Even with several hours travel time is quicker to go back to base. And of course that doesn't account for lost ships.
Same with keeping it in an exposed AMP site, keeping a guarding fleet in shape between privateer attacks.
The only place it seems to be useful is when it's used as docking support on an outpost or AMP where a sub fleet is deployed. I had repairs to my fleet that was scheduled to take 8 hours. After docking the Ediacaran to the AMP, it was cut to 2 hours.
I dropped all the repair speed upgrades on the Ediacaran in the discord. Its repair speed can be huge if you invest. As far as production, I’ve seen some discussion from people about putting 2-3 Aux on a FoB for a community. And this allowing some people stay based at cities. But I expect it will be a week or two before people start trying something like that.
Only gonna be helpful to speed up those sub fleet repairs.
I think they should just throw away the mobile base idea of Aux ships, and make them buff fleets. Like the Ediacaran can buff fleets in battle, and the FSV830 could buff mining fleets. Something like that?
They both can already buff fleets. Just with the CP cost of em etc the buffs just aren't there and to increase the buffs to were they are there, would put players without them at a huge disadvantage. I like the idea of mobile bases myself just needs fine tuning.
I see it makes sense
Bad idea
They should make aux ships produce ships even if you have produced the same type of ships at your base and they should merge ship production and aircraft production.
For their cost and time to build they should basically be like your base but mobile...they should be able to build ships like you said corv and fighters or frig destroyers so they get more of a use..but they should build them as fast as your base builds them..they should buff the repair speed as well..in terms of RSS for building ships it shouldn't be the same as your base but slightly higher and I hate how ucoins are involved in it..they should flat out remove that...that will atleast make aux ships more useful..not to forget it's already annoying trying to pull one and get tp for it while they are super tp heavy
How many tech points neccesary for it to be minimal useful?
Probably.looking around 60-100 to get some reasonable buffs going. Ideally more though and a couple modules.
Yay. New aux stuff
Not sure yay is quite the right word for it yet. They still need some more work imo to be useful
The speed increase to sub fleet is fine, but yeah the rest is a bit meh
Aux? Nah
First 🤜🤛💯