

Regardless of bonuses, every race quickly converges on a fairly generic approach to galactic conquest thanks to StarDrive’s dearth of victory conditions and its uninteresting, predictable tech tree. You choose from one of eight different spacefaring races (or customize your own) each with their own traits – but nothing in this decision really matters much. 1000 size 1 ships vs 10 size 100 ships, and the size 1 swarm wins every time.Need more detail? Okay, but I tried to spare us both. So what if they're all hitting the hard-cap on DR and only doing 20% damage? They can only kill one at a time after all. Swarms of size 1 beamships can absolutely tear apart un-escorted flagships and huge-ship-only fleets. So if the enemy has size 2 beam ships, make size 8 anti-beam ships. The DR is so high at that point that you hit the hard-cap of 80% damage reduction (ie: a 10 damage weapon will always deal 2 damage regardless of DR). Or a size 300 support with a 28 tile missile launcher.Ī size difference of 4x is enough to make default beamship 12-tile-lasers ineffective.

So if the enemy has a size 600 flagship monstrosity, make a support ship of size 600 with a few 14 tile missile launchers and you'll be able to absolutely gut it. I've found a few "rules of thumb" when it comes to ships which help me fast-design stuff mid game when the enemy tries tricky tactics:ġ4 tile missile launchers are enough to punch through the armor (and 8 interior modules) of an equally sized ship. But I agree that more diagnostic tools would be nice. The ship design mode lets you test ships in combat against eachother.

STARDRIVE 2 RESEARCH TREE FREE
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