Vaygr Motherships
While
they might prefer smaller and leaner shipping, the Vaygr
Mothership classes are monstrous. The specialised nature of their
units demand more back up and support from their escorts. They're not
as high tech as the Hiigarans and the Vaygr
player has to prepare their late game strategies more carefully.
 |
|
 |
|
|
Vaygr Flagship Vaygr Mothership |
|
|
|
 |
|
 |
|
The Flagship embodies the lean, mean, mobile
home of the Vaygr leader Makaan. This is
a vast horizontal barge with an immense open docking bay running along
topside, designed for long self contained military campaigns in deep
space. Its faster than The Pride of Hiigara,
and while a wee bit more armed, it has exactly the same functionality
and limits as the Hiigaran's stately, upright mega-banana.
The Flagship is your mobile headquarters
from which all your crews and resources are ultimately derived from.
You always get one at the start of a multiplayer game, and losing
it is a massive blow to your fleet: its the only vessel that can't
be manufactured or replaced. The only features it lacks are due
to the Vaygr's inferior technology. You don't get any Hyperspace
upgrades, nor any Anti-Cloaking Sensors.
The one perk you do have is an extra slot up your sleeve thanks
to the Vaygr's lack of an Advanced Research Module.
Unfortunately, this also means the Vaygr don't get any cost cheapening
Hyperspace upgrades, save for the advantages gained from using Hyperspace
Gates. |
|
 |
|
 |
|
 |
|
 |
|
 |
|
Prerequisites
none |
|
Perks
2 Capital Armour Upgrades
2 Capital Engine Upgrades
Flagship Manufacturing Upgrade
4 Production Slot
4 Module Slots
1 Sensor Slots
20 Berth Docking Bay
Can take 8 repairers |
|
Pros
One free with every netgame!
A mobile HQ worthy of your powers
Magnificently textured with lots of groovy detailing
|
|
Cons
Sluggish movement and turn rates, even when upgraded
Irreplaceable - DON'T lose it!
Takes forever to repair, even with full repair crew |
|
 |
|
 |
|
 |
|
 |
|
 |
 |
|
 |
|
|
Vaygr Shipyard Floating Construction Yard
|
|
|
|
 |
|
 |
|
The Vaygr Shipyard is one of the biggest
units in the game and is distinctive for its vast, blocky appearance.
Like its fellow production ships, this sluggish behemoth is configured
like a titanic bathtub. You can add an equally titanic Capital
Facility subsystem that occupies half its top surface. Despite
this component's colossal size, it still only has the same hit points
as a regular small Subsystem; so watching the top half of your Shipyard
disappear like magic during a battle is a depressingly familiar sight
for the Vaygr player - made worse by the fact the most times the enemy
doesn't have to bother cherry picking it. This huge module can be
seen and selected from the next galaxy (exaggerating slightly there!)
so nobbling the Vaygr's capacity to churn out Battlecruisers
is a snap. Its no wonder the default AI likes to produce lots of these
monsters when its got the choice. Its far more cumbersome than the
small, elegant slab the Hiigarans
enjoy, and this slow, slow space base is only good for its production
of Battlecruisers and the extra Module slots it gives you.
Apart from the obvious design and tech tree differences, the Vaygr
and Hiigaran Shipyards are practically
the same. The Vaygr version is a mite better armoured, with slightly
better point defences. That isn't saying much, though.
This is a giant floating space base that is built off-map and "called
in" by any Capital Ship (including the Battlecruiser) that
has a Hyperspace Module installed. With
the Vaygr's simpler tech tree and the early Capital availability,
the Vaygr Shipyard is cheaper and easier to get to than the Hiigaran
one. But don't think the lack of an Advanced
Research Module makes things any quicker: the Vaygr has to
research the Hyperspace Gate tech before
installing any Hyperspace module. The Shipyard ties up seven Resource
Collectors for a long time when they try to slowly repair it. Its
also not terribly efficient at processing spacecraft either, so
don't overtax its Docking bay. |
|
 |
|
 |
|
 |
|
 |
|
 |
|
Prerequisites
Research Module
Hyperspace Gate tech
Hyperspace Module |
|
Perks
2 Capital Armour Upgrades
2 Capital Engine Upgrades
Shipyard Manufacturing Upgrade
4 Production Slot
6 Module Slots
1 Sensor Slot
10 Berth Docking Bay
Can take 7 repairers |
|
Pros
It builds BATTLECRUISERS!
Relatively easier and cheaper to get to than the Hiigaran
version.
It can act as a replacement for a lost Mothership.
Can actually do more than a Mothership. |
|
Cons
Sluggish movement and horrendous turn rates, even when
upgraded.
For all its immense size, it doesn't have that many
hit points.
Takes forever to repair, even with full repair crew.
Not that efficient when it comes to docking ships:
long queues can form. |
|
 |
|
 |
|
 |
|
 |
|
 |
|