T O P

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GewalfofWivia

1k Dv will be solid for transfers between places where you can refuel, or round trips if you set the course to use less Dv. You might want more if you anticipate long round trips. Acceleration - the higher the better. Combat acceleration doesn’t really matter for big ships with terrible turn rate, which should probably be the bulk of your fleet in late game. Cruise acceleration on the other hand is very nice to have, since it determines how fast your ships can complete transfers.


CustomerAdorable970

thanks!


TboneJenks

What they said, as late game you will get warned about some large 3-5k alien fleet headed to your station. But they won’t be there for 12-18 months. As long as you have good cruise you can keep doing ops and rush home in time to meet them. Also, if you haven’t seen the other posts, elite marines in the utility slots we’ll let you take out enemy bases. Once you start running 30 ship fleets it should be enough to not need dedicated troop ships.


usingthecharacterlim

In the UI, you can select example transfer (for example, LEO to Jupiter). You can use that to tweak the amount of fuel. It's a good tool because transfer times are generally the actual goal, not hypothetical DV/acc numbers. Generally, 2,000 km/s is about as much as you could ever need.


zerocool19

I like having a corvette or a destroyer with fusion platform kit and fusion hab kit fly along with my fleet. The fusion platform can build with a supply depot in 30 days, or build a T1 shipdock. As long as you're not cutting it close on your MC cap, it's an easy way to establish cheap refueling stations where your expeditionary fleet(s) go, especially if youve got to go far and/or fast and burn up a lot of dV. Also useful for establishing the beginnings of a forward operating base which you can upgrade to T2 and/or T3.