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Re: Keeping your distance (II)
Nice to know number of squares range from an intellectual point of view but it doesn't help much when playing strategically because crossing a system warp point to warp point is a different distance each time so it is hard to know how many warp points you can cross (and it is sometimes hard to figure out the path your ships will take from one place to another, distant place).
It is interesting to know that range is in squares and not in number of turns - so having faster engines doesn't help as I thought... |
Re: Keeping your distance (II)
I believe the phrase "the fustest with the mostest" is part of a quote from a Confederate general. Can't remember which one; it was a lesser-known guy (i.e., not Robert E. Lee or Stonewall Jackson). But Patton probably quoted it, at least in the movie "Patton." And the same basic idea has probably been stated by military strategists since pre-history. It's kind of obvious actually, except to an AI: 5 guys can beat up 10 guys, if they can take on the 10 guys one at a time.
Anyway, slow ships had better have long-range weapons or else fast ships will toast them. |
Re: Keeping your distance (II)
dmm, Thanks for the correction. For those following this thread todays miltary top 3 Rules of Warfare are:
Concentration of Effort, (used in attack usualy) Econnomy of Force, (used in defence usualy) Mobility Note: This is an over simplyfication. In general these same rules apply to much of life as well. |
Re: Keeping your distance (II)
When I first started playing I guessed that waypoints must be resupply points that ships passed through when moving through a system.
Of course I was wrong, But it would be cool to setup and remove resupply points. |
Re: Keeping your distance (II)
"It is interesting to know that range is in squares and not in number of turns - so having faster engines doesn't help as I thought... "
Bigger engine = more thrust = more fuel used. So you go faster, but only get the same distance before running out of fuel. This is unmodded SE4, of course. Mods can and do change this. Phoenix-D |
Re: Keeping your distance (II)
Just an idea:
Is it possible to make a Base that could act as a Resuply point. This could be built in a warp point. One of the limits might be that a "Tanker" must be dedicated to it with a "Patrol" path that passed through a Ressuply planet and back to the Resupply Base once ever X number of turns. Maybe this should go on a wish list. |
Re: Keeping your distance (II)
ANY base can serve as a resupply point. See, they all act like they have Quantum Reactors. So you just put the base in a fleet with the ships you want supplied, and the next turn they'll be ready to go.
Phoenix-D |
Re: Keeping your distance (II)
Phoenix D, Thanks. What a great idea. I wonder what other brillaint person thought of that.
If I understand: First I build a Space Yard Ship Put it in a Warp Point Build a Base Then a ship or fleet can move through it and be resuplyed. I guess this same base could have Ship Repair bays. Sounds like a plan. I hope Growltigga does not see this. < broad smile > |
Re: Keeping your distance (II)
Speaking of mobility: In the original SEIV, you could put emergency propulsion components on bases. You couldn't MoveTo, but you could Download/Upload (which caused a move automatically). This was great fun, allowing you to make DeathStars, and with incredible range. (BWAAHAAHAHAHA!) They were difficult to use for attack, since you could only get them to move to a sector that already contained one of your units. But it was a bLast to suddenly move one of them through a dozen systems to provide resupply support for a fleet far from home. And they were genuinely useful as medical or transport vessels.
Alas, I believe those days are permanently over. Am I right, that you can't even mod that in anymore? |
Re: Keeping your distance (II)
"Then a ship or fleet can move through it and be resuplyed."
eh-eh. Not quite that simple. You must STOP, fleet up with the base, and wait one turn. Then de-fleet and go on your way. Phoenix-D |
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