Space Haven

Space Haven

Rodrigo May 31, 2020 @ 12:11pm
Any real point in hypersleep chambers?
jumping between systems without them is safe as the description says, it just could cause some nausea, well, ive been jumping around without them for 5 systems now and not only i havent noticed any nausea effects, but everybody is just... fine...

perhaps some stronger negative effects to justify their existance?
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Showing 1-11 of 11 comments
Eagle_of_Fire (Banned) May 31, 2020 @ 12:12pm 
Currently it is more of a placeholder than anything.
Tiberius May 31, 2020 @ 3:49pm 
Right now, no - I don't use them at all, and jumped many systems with 15 crew and any had any issues.

Will be interesting to see how they will be used in future, as they're quite bulky and fitting in enough for your whole crew will take up quite a bit of space.
Aieonae May 31, 2020 @ 4:52pm 
Reminds me of a troop transporter should be my next fleet addition. on focus on food and hyperspace pods.
Ruges May 31, 2020 @ 6:48pm 
On my first couple jumps I did not have them. And the penalty was so small I did not even notice it. Then I had an overstock of resources so I built up 20 of them for my crew. and every time I would jump it would cost me 20 rods, which is allot more noticeable. Pretty much rather take a temp debuff then loose out on 20 rods.

However this does get me wondering about food conservation. For instance shoving my gunner and shield and radar and pilot into the pods when I am not using them. Maybe even throwing my combat guys into the pods when I am not using them so I do not have to feed them.
I had the same thought about tossing people into storage basically, but I keep them out for logistics. Combat squad makes a good UPS team when no combat. Letting growers spend all their time growing, instead of running back and forth all day) gives me max food yield which I then trade surplus for more water and ice blocks.

Having a surplus of bodies keeps the boxes moving so I can afford the increased food/water use. Plus they are nice to have them quickly salvage a wreak in mass.
sf May 31, 2020 @ 11:06pm 
Gather more support for multi-deck ships?
Aieonae May 31, 2020 @ 11:27pm 
There a vessel that only had one purpose of providing hyperspace/bunking and extended deployment
https://steamcommunity.com/sharedfiles/filedetails/?id=2115510832
sf May 31, 2020 @ 11:55pm 
Originally posted by Aieonae:
There a vessel that only had one purpose of providing hyperspace/bunking and extended deployment
https://steamcommunity.com/sharedfiles/filedetails/?id=2115510832

We have similar directions ;)
This is basically the same thing, just scaled up, with a prison and additional guns thrown in.

https://steamcommunity.com/sharedfiles/filedetails/?id=2115533104
Aieonae Jun 1, 2020 @ 7:13am 
I realise the energy rod consumption is huge...

I ended up turning them off as the simply consume too much to make it worth the energy rod.

Ironically, other than more red bar health and distraction for the enemy the idea of having 4 small & 1 large vessels simply requires too much shuttling to make it worthwhile especially while jumping.

Also a notable number of resource(energy rod & water) would require extended attention of which it would be advise to localize else it would go with the per unit replacement, which leads to manual adjustment to prevent distribution shortage.

On the other hand, the many shuttling between vessel to maintain the fleet resource is fairly interesting to watch much like, yes workforce do shuttle between different vessel if one is shortage while the other had idle crew..
Last edited by Aieonae; Jun 1, 2020 @ 7:14am
sf Jun 1, 2020 @ 9:07am 
Originally posted by Aieonae:
I realise the energy rod consumption is huge...

I ended up turning them off as the simply consume too much to make it worth the energy rod.

Ironically, other than more red bar health and distraction for the enemy the idea of having 4 small & 1 large vessels simply requires too much shuttling to make it worthwhile especially while jumping.

Also a notable number of resource(energy rod & water) would require extended attention of which it would be advise to localize else it would go with the per unit replacement, which leads to manual adjustment to prevent distribution shortage.

On the other hand, the many shuttling between vessel to maintain the fleet resource is fairly interesting to watch much like, yes workforce do shuttle between different vessel if one is shortage while the other had idle crew..

Indeed. I opted for just 2 large ships because it is more resource efficient and also the transfer/shuttling is a lot simpler. It would be a lot more complicated if there were 3 ships or more.
And a large ship allows for the full turret armament which is more efficient than small ships (where each requires its own hull stabilizer/drives etc). With 2 armed ships, it is enough to at least drive away any single pirate ship, or force a ceasefire for free.

And agree again on localized production. I make each ship store ice and produce water locally, rather than transport water which is inefficient. Produce food on 2nd ship as well but that's because there was no more room on the mothership.

For energy rods though, I built 2 refineries on the mothership because it is too troublesome to set up another hazardous industry zone *behind airlock. I actually find energy resource is ok. It was my energy rod production which was the bottleneck (could not convert the blue crystal into rods fast enough). Once I dedicated the 2nd refinery to produce rods, energy rod problem just went away, even when I use a lot in interstellar jumps (1 per used hypersleep chamber).
Joe Coffee Jun 1, 2020 @ 5:01pm 
Originally posted by Ruges:
On my first couple jumps I did not have them. And the penalty was so small I did not even notice it. Then I had an overstock of resources so I built up 20 of them for my crew. and every time I would jump it would cost me 20 rods, which is allot more noticeable. Pretty much rather take a temp debuff then loose out on 20 rods.

However this does get me wondering about food conservation. For instance shoving my gunner and shield and radar and pilot into the pods when I am not using them. Maybe even throwing my combat guys into the pods when I am not using them so I do not have to feed them.

That sounds like a really great idea, but I wonder if there will be hibernation sickness as a consequence and to limit exploitation, with ignoring the consequences being more detrimental to health. Like blindness only normally be a temporary thing but permanent if the pods are used more often.
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Date Posted: May 31, 2020 @ 12:11pm
Posts: 11