Engines: Difference between revisions

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Always put the best engine you can afford onto your ships!
Always put the best engine you can afford onto your ships!
=== When not to use the best engine ===
There are situations where putting a suboptimal engine onto a ship hull is reasonable. In any situation where the ship is not expected to move under its own power, or when resources are so very slim and the situation is desperate enough to warrant it, you may put lower-tech engines into the hull to save resources.  Here are some examples:
* A [[Merlin Class Alchemy Ship]] can often be [[Towing|towed]] by a freighter or other starbase utility ship, such as a [[Q Tanker]] or megacredit ferry ship. 
* A defensive picket ship expected to station around a starbase indefinitely will only rarely need to move.
* An area under active assault can often be improved by a powerful ship with low-tech engines.  If you are expecting to be attacked, an additional large ship can throw another barrier in the way of your opponent.
* A "sacrificial" ship does not need high-tech engines.  Tow it in and set it to attack first.
* Fighter building ships, such as the [[Q Tanker]] or [[Gemini Class Transport]] are often left in one place for extended periods building fighters.

Revision as of 18:42, 30 May 2011

Engines are ship modules that propel said ships at varying warp speeds and fuel efficiencies. Every type of engine is rated to a certain warp factor: a Transwarp Drive is fuel-efficient at warp 9, whereas a StarDrive 1 is only fuel-efficient at warp 1.

The fuel usage of a given engine increases dramatically as you overclock the engine past its recommended rating.

While a StarDrive 1 engine can travel at warp 9, it is tremendously wasteful of fuel and is not recommended.

Always put the best engine you can afford onto your ships!

When not to use the best engine

There are situations where putting a suboptimal engine onto a ship hull is reasonable. In any situation where the ship is not expected to move under its own power, or when resources are so very slim and the situation is desperate enough to warrant it, you may put lower-tech engines into the hull to save resources. Here are some examples:

  • A Merlin Class Alchemy Ship can often be towed by a freighter or other starbase utility ship, such as a Q Tanker or megacredit ferry ship.
  • A defensive picket ship expected to station around a starbase indefinitely will only rarely need to move.
  • An area under active assault can often be improved by a powerful ship with low-tech engines. If you are expecting to be attacked, an additional large ship can throw another barrier in the way of your opponent.
  • A "sacrificial" ship does not need high-tech engines. Tow it in and set it to attack first.
  • Fighter building ships, such as the Q Tanker or Gemini Class Transport are often left in one place for extended periods building fighters.