I start to think about "the way of stealth", proposed by swag.
This tiny hull is capable of decent speed over long distances due to the power of the Spatial Flux Bubble. It has only one internal slots however, and its max Structure is low.
Stealth starts at 15, is increased by 10 when passive, but reduced by 30 on any turn it remains in transit. Technology advances such as Electromagnetic Dampening allow crews to increase the stealth of the craft by 10 each.
Detection Range is medium and Speed is average.
Can only be built at a location with a Basic Shipyard and an Orbital Drydock.
It requires the following research:
Robotic Production, 24 RP / 3 Turns
Asymptotic Materials, 20 RP / 2 Turns
Spatial Flux Bubble, 24 RP / 3 Turns
Additional cloaking is costly:
Active Radar, 100 RP / 5 Turns
Electromagnetic Dampering (+10 stealth, 25 total), 100 RP / 5 Turns
Neuron Scanner, 400 RP / 6 Turns
Radiation Absorbing (+10 stealth, 35 total), 100 RP / 5 Turns
Sensors, 1000 RP / 7 Turns
Dimensional Cloaking (+10 stealth, 45 total), 500 RP / 5 Turns
Currently all other nations (except monsters) have detection 10, and after researching Active Radar they will have 30 (which requires Radiation Absorbing and one-step moves of the ship without "transits").
Scanning facility don't improve detection strength. It increases only "Detection Range".
If I want to achieve these goals I need to start research from "Robotic Production" and one other technology (may be even "Active Radar")
Research will require 68 RP and 8 Turns = 204 Cr
Spatial Flux Buble Hull cost is 17 PP and 2 Turns = 68 Cr / per unit
Outpost module cost 53 PP and 3 Turns
One of Ideas is to establish hidden scanning facilities in all the galaxy to gather more intelligence information.
But I don't understand how to hide them. Etty's already have -20 visiblility. And other species have 10 detection.
Looks like outpost with "Scanning Facility" (25 PP and 5 Turns) will be invisible by itself.
Do I need to research "Force Energy Camouflage" (250 RP / 4 Turns) to hide scannign buildings, or not?
Is it possible to build these facilities outside of supply lines?
What about building robotic colonies outside of supply lines?
Also I don't understand why "Monsters" tab in ship "Design" screen contain "Detection range" for each monster hull instead of "Detection Strength". The later number would be much more useful than the former.
I also have plan to use this hull as a carrier for robotic interface (to increase number of total fleet's robotic interfaces).
Robotic Interface 70 PP and 4 Turns
UPD: But other players don't like this idea:
MatGB wrote: ↑Tue Jul 25, 2017 3:14 am
Personally I don't find the interface to be that effective compared to a cheaper pile of ships crewed by better pilots, even with Etty
defaultuser wrote: ↑Wed Jul 26, 2017 9:25 pm
One problem, especially with Cray, is that you might build half a dozen then get a better pilot species.
Colony Pod cost 127 PP and 8 Turns
Cryonic Colony Pod cost 127 PP and 8 Turns
I am thinking of different "far" goals so early, because I should
Oberlus wrote: ↑Fri Jan 03, 2020 11:04 am
not only depend on the immediate output after resarch/build it, consider also that they are prerequisites for different research paths