Goodaltgamer: [...] YOU do not understand anything at all. So I suggest you [...] I know quite a few Russians but [...]
Ai'ght seems a few exchanges happened here and it actually caused me to re-read the thread from the start.
First of all Goodallgamer, surely there are not many (or none at all?) people in this world that do not understand anything at all, wouldn't you agree? Also, the fact that gog thinks its informative to display our countries here, doesn't mean that it's relevant to make it part of the discussion about the discussion, no? :) just saying...
Second Darza, smiley's are never silly :o
Having said that, and making a modest attempt to go back to the OP's question, which was request for some decent ship design suggestions for a player that has some Telepathic/Repulsive race:
imo such a race, if it also has some production capability, is made for an aggresive strategy which means you'll be attacking quickly and continuously as soon as you are capable to construct a fleet. Note that Repulsive dramatically decreases your chance to get a decent ship leader in early game.
So what is a fleet? Since you need to Mind Control, you need 1 Cruiser (CA) that is accompanied by some support ships, ie Frigates (FF) and Destroyers (DD).
If you start attacking with no other tech than the starting stuff (on average) it means that the CA will be a missile boat:
- 9 nukes 2 shot, spread equally over multiple slots, so you can have finer control during combat.
- extended fuel tanks
And at the very early beginning you support ships will be your scouts. (small galaxy, avg.)
9 nukes can do max 9*2*8=144 dmg that should be sufficient to take down a Star Base with 120hp (60+60), but you need to manoevre smart to make sure enough nukes make it to the base.
Once you are able to produce more ships, the fleet can be strengthened with
- 1 ammo 2x nuke FF that has Tanks, or
- empty FF that acts as a Runner
- 4 ammo 2x nuke DD that has Tanks
As soon as your 1st fleet is complete, start working on your 2nd fleet that again needs 1 CA for Mind Control.
If you go this route than Deuterium Fuel Cells, as Darza pointed out earlier is the tech to get.
Check distances between systems with F9 before you start out what routes to follow, Huge Gal can have some 7 parsec distances that makes Deuterium an absolute necessity.
It means that all your ships will be going around with the humple Paper Armor, and if you find yourself stalling for some reason, you might get into trouble, in which case make a run for Zortium (but its a long road)
Always 'report' your opponents coz if one has R.Hull, you need to increase your fleet size by two basically.
If you go the interceptors route than a CA can fit 3 fighters with tanks, while a DD fits only 1 & tanks.
When i go this route, i have some FF accompany the fleet that are either runners or 1 nuke's, or a mix.
Interceptors can be a problem when opponents have Class I Shield and Radiation Shield, or CIII Shield, as suddenly you cannot take down planetary defenses anymore, and you need alternatives.
Another way to win the game is less efficient in turns, but fun with Lasers only.
tech route in Physics is Fusion Rifle (for raids) > Battle Scanner
at that time you can construct a CA that has 1 Hv AP CO NR AF and 1 AP CO NR AF
One such ship can take out a starting SB with ease, with FF's acting as decoy's for the SB's missiles, but because you will be slighly later to the scene due to teching, so you might need slighly larger fleet to counter R.Hulls and the story for this ship changes dramatically with the appearance of H. Armor on Star Bases (AP will be useless & waste of space then)
Bomb ships in early game (<t100 Average) are next to useless as they are too slow and easy targets for the star base/ planet defenses. AI will see the threat there are makes targeting them a priority. bombs ships with Augs & Ion Drive can work.
In general, focussed ships work best, so beam ships with a good computer & battle scanner, missile boats & carriers with no computers to save on cost. (computers can come into play on these ships, if you want to make sure that you have the initiative but that's genarraly not needed in early game against AI.
EDIT - The next good beam ship is a CA/BB with Hv Mass Drivers (with mods if avail, AP usage depends on opponent having Heavy Armor or not), capable of 9dmg this design should last a long time. Make sure to fit sufficient Pd - missile defense, coz once you're able to construct such ships, the AI will have decent missiles that needs counters.
- King of missile ships, the BB with x2 shot modded Merculites. Capable of 4x14dmg per missile (mirved), that ship is nearly unstoppable for an AI and will last you a very, very long time.