You are probably waiting for new tests and notes from me, but I am now at a dead end. As I said, the aliens found one of my bases and now every 4 days a warship flies there. I shoot him down because I have 7000 base defense, that is, 14 missile defense, moreover, I often save and load the save if the defense fails. But even this only helps to delay time and nothing more. I've managed to survive 4 attacks so far and in that time research and build a laser cannon storm on all my bases. I know that two such thunderstorms are strong enough to hold out until they shoot down a battleship. But this does not solve the problem either, because the battleship simply leaves the battle with a speed of 5000 with a maximum thunderstorm speed of 4000. I looked at the speeds of the other ships and realized that if the battleship does not go into battle on its own, then I will only be able to intercept it with a tormentor (6200 ) and avenger (5400). It seems that the tactic has developed - to play for time by actively overwriting until the moment when I grow up to these aircraft in terms of technology and then still intercept the warship. Let me remind you that I just decided to test all alternative methods of repelling a retaliation attack - except for the ground defense of the base. And I ran into the following difficulty - the number of missions per month per region is limited and in the Australian region everything was blocked by the retaliation mission, but as it turned out, not only in Australia - the battleship begins its direct flight to the base in neighboring regions, and therefore in them the retaliation mission clogged list of possible missions. Bottom line - I have half of the regions hanging with this mission, which means that there are simply no other missions there. I have been intercepting single small ships in regions far from Australia for a month now and, of course, I do not get a single engineer. I simply have nothing to explore, and due to the presence of only small missions, my rating has dropped to about 3000 per month. Even terrors do not occur - apparently I intercept them at the stage of small missions and they have been transferred more than once. In general, I even got a little bored and started working on new proposals for expanding the technology tree and production projects. That's what I came up with in the very first moments ...
- The problem of obtaining anti-gravity modules from living flyers has two solutions.
a) rejected living samples of aliens are simply killed and become corpses, and you can already safely sell them as corpses or disassemble them into organs.
b) A new recipe for the production of an anti-gravity module appears in the workshop - from a living flyer, but since the flyer is alive, in addition to the anti-gravity module, we can also extract controls from its body - for example, alien electronics or their cloak - an object occupying 2 * 1 cells and allowing you to additionally protect the fighter from a certain side simply if he stands in certain slots - a backpack - from behind, legs - from below, shoulders - from above, left hand - to the left, right hand - to the right, belt - in front. the cloak-shield gives additional protection +10 in a certain segment to the already existing armor set dressed on a fighter and weighs only 2 kg. Yes - we can put them 2 in the shoulders (+20 on top), 3 in the backpack (+30 in the back), 2 in the waist (+20 in the front), 1 in each arm (+10 on the left and +10 on the right) and 2 in the legs (+20 from below), but it will take us a lot of slots and add weight and protection will increase slightly, but if we don’t have more high-tech armor or we wear a synthetic suit, then this is an excellent gain, moreover, strictly selective - designed to resist hits from a certain side . I think that after the advent of such technology, flyers will become even more valuable and everyone will strive to capture them alive - segment armor is worth it even if only one +10 segment comes out of one live flyer.
However, that's not all I've come up with. I had a question - why are there so few flying armor kits - after all, you can think of attaching this anti-gravity module to the rest of the non-flying armor kits, provided that the kits themselves were not bought on the market but previously produced by you in the workshop. That is, I received new types of armor:
a). Flying bulletproof vest (sp) - protection is approximately 34 15 15 21 13.
b). Flying chemical protection suit - protection approximately 25 30 30 30 20.
v). Flying synthetic suit - defense approximately 35 30 30 25 20.
G). Flying juggernaut armor - protection is approximately 120 95 95 85 80.
e). Flying assault armor - defense approximately 70 65 65 55 40.
I have not yet calculated the rest of the characteristics of these types of armor, but what they are approximately - it is also not difficult to calculate.
That's all for now, but I don't stop thinking - so there might be more suggestions to expand the tech tree.