Insights In Sight – Dossier A4-111X


Tactical Specifications

  • RACE: All Races
  • HULL: Mass 60, Fuel 250, Cargo 200, Crew 6 Tech Level 3
  • HULL COST: MC 65, Dur 4, Tri 4, Moly 6 Tech Level Upgrades 300 MCs
  • ARMAMENT: 1 Engine

General Analysis

The Medium Deep Space Freighter is one of the best in its class. It tops some of the others because it is cheap, efficient, and inconspicuous.

One engine costs less than two. That may be a simple concept, but it is often overlooked. For a minor fee of 365 Mega Credits and less than 80 minerals, you produce a ship that will be with you for a long time. If you build a lot, they become the backbone of your logistical efforts. (How many to build is a hotly-debated topic.)

This freighter is well-balanced with its ample fuel and cargo holds. These two factors combine to make one of the most efficient resource movers in the game. A full load does not slow the ship down or use too much fuel. Even with lower tech engines, the MDSF is able to move freight effectively and efficiently.

Another benefit of the Medium Deep Space Freighter is its ability to seem insignificant. Since a larger freighter could be carrying supplies for a heavy carrier or full starbase, it is seen as a tempting target or considerable threat. All freight-carrying ships are potential intercept targets, but when you’re medium-sized, it may not be worth the risk.

Talespin’s Deployment: “Box Key”

ENGINES: Transwarp Drive (starting ship)

CARGO: 200 clans

The goal for this Medium Deep Space Freighter is to prepare for both a Turn-4 starbase and an optimum mining production. The amount of clans insures 200 mining structures can be built by a follow-up load; some planets can support a base without help from neighbouring resource facilities. The Box Key is sent to a homeworld-connected planet, preferably one with three or more planets within 81 Light Years – These other planets will be able to feed the new shipyard. On Turn 3, a Large Deep Space Freighter drops minerals, supplies, and Mega Credits to build a starbase and 200 mines (*See note below). In the fourth Turn, the player has a fully-functional ship producer, which can often maintain itself for several turns. If the player is truly lucky, he may find natives. Because 200 clans were delivered, the box is successfully opened and the player has a head start on shipbuilding.

*Note: When a freighter carries enough minerals and Mega Credits to build a base, this known as a “star-base-in-a-box.”

Gnerphk’s Deployment: “First Colonizer”

ENGINES: Transwarp Drive (starting ship)

CARGO: 168 Colonists, 32 Supplies, 192 MC

This is your first exploration and colonization vessel. It can drop the minimum colonists for a sustainable operation on as many as four worlds before returning home — or, if it strikes the jackpot, it can dump and fill right away.

The key here is the supplies plus cash. Most starting planets rely on their own factories to bootstrap their construction industry — and yet a factory pays for itself in a mere four turns. It just makes sense to build as many as possible as soon as possible. This loadout permits a drop of eight supplies plus cash for two turns of construction on each of the four hypothetical worlds before it has to either return home or to the closest colonist dump spot served by its larger freighter cousins.

Keep your notepad ready: The next Insights In Sight will target the Lady Royale Class Cruiser.

– TS and G

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