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Wardad February 18th, 2002 09:13 PM

Re: newby\'s guide to ship and fleet strategy
 
I have had some good luck with Capture Planet.
I used the Capture Planet fleet strategy and played Strategic Combat. I used the default setting for ships breaking formation. The formation is usually a V.
The transports are unarmed, except for PD sometimes. They have excellent ECM, armor, and shields, and can lay a spy sat.
During combat (replay) the transports just hang back until the armed ships are done, and then rush in.
A small pop planet may get glassed before the attackers are done, but sometimes it can be managed by dropping the fleet size before invasion. Anyway, I glassed more planets by forgetting to load the troops back onto the transport the turn before.
The Max damage setting may help. I'm at the office now nd don't remember what that is set to. Generally it controls targetting order. With only one target, it may not help.

capnq February 18th, 2002 09:31 PM

Re: newby\'s guide to ship and fleet strategy
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> Which takes priority, "targeting priority" or "type priority"? <hr></blockquote>There's a toggle for setting which one comes first, on the same screen where you set the Firing priorities.

IIRC the default is targeting before type.

[ 18 February 2002: Message edited by: capnq ]</p>

Grandpa Kim February 24th, 2002 08:24 AM

Re: newby\'s guide to ship and fleet strategy
 
Movement Strategies
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by PsychoTechFreak:

1. Don't get Hurt
2. Ram

Nice idea, but does it work the same way as a human would decide when he has no chance not to get hurt any more ?
<hr></blockquote>

This decidedly does NOT work! In one case the ship just shuttled around in the corner while happily taking taking fire; in another the ship was hemmed in by attackers, completely unable to move. In neither case would the ship ram. My best guess (acknowledging that I don't know which components were destroyed) is that the ship will stick to "Don't get hurt" for as long as it has engines. When the engines are destroyed it reverts to the the secondary strategy...

"Engine room? This is the captain. I've had enough of this sh**! Full speed ahead; we're going to ram the SOB!"
"Uh, sure skipper. I'll just push this scrap iron, that used to be our engines, out the stern. That should give us a little momentum."

... I love this game, but I gotta say it: Not a lot of thought when into this bit of code.

Grandpa Kim February 24th, 2002 08:29 AM

Re: newby\'s guide to ship and fleet strategy
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Wardad:

STALL the enemy.
1. Mines, with five mines I made them take five turns to reach my planet. I layed one per sector.
<hr></blockquote>

Will this work the same way against a human opponent? I don't think so. Anyone know for sure?

PsychoTechFreak February 25th, 2002 12:37 AM

Re: newby\'s guide to ship and fleet strategy
 
1. Don't get Hurt
2. Ram

It is just a guess but maybe the kamikaze strategy just works if you load at least one warhead ?

Now, to something different:
Has anybody checked out the "until all weapons gone" button ? In many of my simulations, my fleets have done a better job with this button checked. First they knock out the weapons and then they sweep the battlefield from the wracks.

TerranC February 25th, 2002 06:01 AM

Re: newby\'s guide to ship and fleet strategy
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by PsychoTechFreak:
1. Don't get Hurt
2. Ram
<hr></blockquote>

hmm...
Wouldnt that contradict itself? Maybe cause the ship to jerk in one place and let the other ship kill it?

Phoenix-D February 25th, 2002 06:32 AM

Re: newby\'s guide to ship and fleet strategy
 
"Will this work the same way against a human opponent? I don't think so. Anyone know for sure?"

Won't STOP them, not if they're willing to take losses (and even a single minesweeper makes this idea worthless) but mines are nothing to sneeze at.

The only hitch I can see is if ships automaticlly stop after hitting mines. Even then, with only 5 mines you can't possibly cover every approach route.

Phoenix-D

Grandpa Kim February 25th, 2002 07:45 AM

Re: newby\'s guide to ship and fleet strategy
 
Regarding
1. Don't get hurt.
2. Ram.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by TerranC:


hmm...
Wouldnt that contradict itself? Maybe cause the ship to jerk in one place and let the other ship kill it?
<hr></blockquote>

No contradiction to a computer. The two orders are mutually exclusive. Once the computer determines that the first won't work, it moves on to "Ram", completely forgeting about "Don't get hurt". If it survives, then on the next combat turn it starts over with "Don't get hurt" and the process repeats. At least that's the way it should work, in fact, that is pretty much the way it is described. The real problem is when does the computer determine that "Don't get hurt" isn't working?


Phoenix-D
I agree with you, but I haven't played enough PBW yet to be sure. For now I will operate on the premise that minefield will not stop a determined human opponent.

[ 25 February 2002: Message edited by: Grandpakim ]</p>

PsychoTechFreak February 25th, 2002 11:34 PM

Re: newby\'s guide to ship and fleet strategy
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Grandpakim:
Regarding
1. Don't get hurt.
2. Ram.



... The real problem is when does the computer determine that "Don't get hurt" isn't working?


<hr></blockquote>

In fact it doesn't work. My favorite Ram ship design (recently) is a ship full of organic armor 3 which is almost indestructable. It does not go over to ram strategy even when it is trapped in a corner.

But I have not found a strategy setting so far which rams colony ships or planets, both without weapons, no chance. Tried almost every possible targeting prio. My organic goat ship destroys every other ship (with weapons) though.

PvK February 26th, 2002 12:42 AM

Re: newby\'s guide to ship and fleet strategy
 
I meant PDC are weapons for purposes of AI maneuver. I am confident that I have seen PDC-only ships retreat while valid PDC targets were absent, and then advance as soon as valid PDC targets were launched by the enemy. You're right about them not being eligible for main weapon mounts.

PvK

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by dumbluck:
PvK:
Are you sure???? I thought it was a well established fact that PDC were not weapons. For instance, it explains why they aren't affected by the default weapons mounts. Other weapons get damage bonuses with the mounts, while PDC damage stays the same, and isn't even listed in the ship creation screen as being altered by the mount (while all the weapons get the little "L" in their picture for Large mount, etc.).

As to the shield depleters, I don't know. I've never used them.

[ 18 February 2002: Message edited by: dumbluck ]
<hr></blockquote>

dumbluck February 26th, 2002 12:18 PM

Re: newby\'s guide to ship and fleet strategy
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by PvK:
I meant PDC are weapons for purposes of AI maneuver. I am confident that I have seen PDC-only ships retreat while valid PDC targets were absent, and then advance as soon as valid PDC targets were launched by the enemy. You're right about them not being eligible for main weapon mounts.

PvK

<hr></blockquote>
You may be right about that. Without valid targets, the PD cruisers would default to "don't get hurt". I guess I never paid attention to whether they tried to come out of their corners for a turn whilst my front line ships got pounded by the missles that the PD cruisers were out of range of (because they ran for the corners).

And that is the crux of the problem. Unless your enemy has either fighters or some of the upper-upper-tier missle tech weapons, there aren't going to be any valid PDC targets on turn 1. Or turn 2, or 3, or 4, or 5, or 6. And by that time, your PD cruiser is hiding in a corner where it will do your front line ships absolutely no good.

I will have to test that in a game sometime. If I set the strategy for weaponless ships to hold formation, and the PD cruisers break formation anyway, we will know that PDC are considered weapons. If they hold formation, then they aren't weapons. The concensus of the forums till now has been that PDC aren't weapons, but you have brought up an interesting point.

[ 26 February 2002: Message edited by: dumbluck ]</p>

Gryphin February 26th, 2002 01:39 PM

Re: newby\'s guide to ship and fleet strategy
 
As much as I like "specialty" ships like an "Aegis" PDC Crusier, I have taken to putting 3 or more PDC on most front line ships. If I am in a two front war and one race does not use suitable targets for a PDC, I create an apropriate Front Line Ship for that front. I don't like it, but to hard code a suitable behavior for this situation would probably cost too much.

Gryphin February 26th, 2002 03:25 PM

Re: newby\'s guide to ship and fleet strategy
 
GUTB, I'll try that. In general I find "Finesse, not Force" will carry the day, but that is more against humans. The AI in Stratiec mode may not appricate finess. An interesting almost disturbing thought.

Growltigga February 26th, 2002 03:43 PM

Re: newby\'s guide to ship and fleet strategy
 
GUTB, good design but are you missing the point on this? even my inexperience at this game shows that there is no right or wrong method of ship design.

Your design will work fine against the AI but apologies if I say it doesn't take rocket science to design a mean close assault vessel or something the AI finds hard to handle.

You will have problems against human players with this design. Sure, your ships will be unpleasant in a furball but I can already think of quite a few ways I would give any fleet of these ships a nasty surprise

I am playing a hot seat game against my friend Khanuk. He developed and built a very similar design of gunboat based on an escort hull. True, the first few battles were horrible from my point of view as 40 or 50 of these gunboats bLasted my fleets apart but then, massed fighter strikes, long range weapons fire, mines, swamping attacks, hit and run attacks, APB armed and heavily armoured battlecruisers etc blew him away and then some

the point of this game is that no design is perfect and nearly everything has a counter. Think of it as a game of scissors, paper, stone

tesco samoa February 26th, 2002 06:51 PM

Re: newby\'s guide to ship and fleet strategy
 
Hey GUTB what is your starting point for your system.

Are we talking 3 planets mid tech high resources etc...

Phoenix-D February 26th, 2002 07:46 PM

Re: newby\'s guide to ship and fleet strategy
 
"After twenty or so turns of a game, how are you supposed to defend againt an enemy that shows up to combat with 45 advanced guns?"

DUCs are hardly "advanced guns"

And I'd say a buffer zone of weapons platforms, fighters, and/or mines would do the trick. You'd taking a long time to build this force- which means that the begining units will be obselte by the time you attack. Plus they don't seem to have any combat sensors, ECM, or defenses.. which means any ship that DOES have those is going to cream them. I once had a ship that killed twenty AI ships with no damage to itself.. all because the AI ships had no combat sensors or ECM.

EDIT: Oh yeah, how are you paying for this again?

Phoenix-D

[ 26 February 2002: Message edited by: Phoenix-D ]</p>

Bman February 26th, 2002 09:33 PM

Re: newby\'s guide to ship and fleet strategy
 
If you place a single "normal" weapon on your PDC ship then it will stay in the thick of battle instead of hiding in the corner waiting for missiles to be launched. It makes them *much* more effective. In the later techs, I found a nice combination for a PDC ship is: a whole bunch of PDC followed by 2 warp-weapons. You need 2 warp-weapons since they have a rate-of-fire of 2. The warp-weapons keep them with your main fleet since they will want to use them on the enemy ships. But where it is really cool is if there is a large fighter stack, the PDC will chop it down and when it runs out, then warp-weapon will zap the fighter stack across the screen again.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Gryphin:
As much as I like "specialty" ships like an "Aegis" PDC Crusier, I have taken to putting 3 or more PDC on most front line ships. If I am in a two front war and one race does not use suitable targets for a PDC, I create an apropriate Front Line Ship for that front. I don't like it, but to hard code a suitable behavior for this situation would probably cost too much.<hr></blockquote>

Gryphin February 26th, 2002 09:38 PM

Re: newby\'s guide to ship and fleet strategy
 
Bman,
Slick idea. Great, now I have to study up on warp weapons. * sigh * another tech tree to learn.
Thanks for the idea.

GUTB February 26th, 2002 11:47 PM

Re: newby\'s guide to ship and fleet strategy
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Phoenix-D:
DUCs are hardly "advanced guns"
<hr></blockquote>
They certainly are only 20 turns from the start of a game starting at low tech.

If you want to wait hundreds of turns to fight my swarm, you are out of luck. The point is that you will be swarmed to oblivion long, long before you get fighters or advanced missiles, etc.

If they game happens to be at that level of tech. Add a PD and ECM. You are dead.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>
And I'd say a buffer zone of weapons platforms, fighters, and/or mines would do the trick. You'd taking a long time to build this force- which means that the begining units will be obselte by the time you attack.
<hr></blockquote>
And how many mines and weapons platforms (that can do jack all) can you get at the START of the game after twenty turns WITH LOW TECH AND ONE PLANET?

It's amusing listening to all the knee-jerk defending of this or that favorite pet strategy or tech combo. I don't care if you have this many cruisers with sheilds, that many missiles or how you strategically manuever your carriers. They are all DEAD before my massive armada.

OVERWHELMING FORCE. Brutal, direct, unsurmountable FORCE. Forget sheilds, armor, missiles, surface bombs, raming warheads and other nonsense that others play with. You have to have PD and ECM because fighters/missiles can be savage without them -- BUT WITH THEM YOU WILL UTTERLY BRUTALIZE FIGHTERS AND MISSILES. I give a big bonus to reasearch and lower maintenece because this gives me MORE force, EARLIER. I cannibilize other useless traits like strength and savvy.

I never use anything but the escort hull, so my entire fleet can be upgraded only after a few turns.

[ 26 February 2002: Message edited by: GUTB ]</p>

Quikngruvn February 26th, 2002 11:59 PM

Re: newby\'s guide to ship and fleet strategy
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by PsychoTechFreak:

In fact it doesn't work. My favorite Ram ship design (recently) is a ship full of organic armor 3 which is almost indestructable. It does not go over to ram strategy even when it is trapped in a corner.
<hr></blockquote>

Mine own (limited) observation with kamikaze ships: in desperation, I designed and built several destroyers with a couple of warheads, and set primary and secondary strategies to Ram. Most of the time they just danced around... until my other ships finally knocked down the shields of an enemy ship. Then the kamikaze ships rammed like there was no tomorrow (which, as it turned out, there wasn't!).

So I think a ramming ship will not ram a ship with shields. I have not tested this, but it is food for thought....

One other thought about the 'killer escorts'... with three engines per ship, looks like you'll have speed and supply issues. More specifically, a lack of both. But it definitely would make for a nasty early defensive fleet....

Quikngruvn

PsychoTechFreak February 27th, 2002 12:05 AM

Re: newby\'s guide to ship and fleet strategy
 
Hear, hear, another awe-inspiring strategy comes up.

We iz gonna stomp da 'ooniverse flat an' kill anyfing that fights back. We iz gonna do this coz' we're Orks an' we was made ta fight an' win.
Orkses is never beaten in battle. If we win we win, if we die we die so it don't count as beat. if we runs fer it we don't die neither, so we can always come back for anuvver go, see!

(Ork speech files)

EDIT: Sorry, Quik. I meant the post before yours.

[ 26 February 2002: Message edited by: PsychoTechFreak ]</p>

PsychoTechFreak February 27th, 2002 12:19 AM

Re: newby\'s guide to ship and fleet strategy
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Quikngruvn:
[QB]

So I think a ramming ship will not ram a ship with shields. I have not tested this, but it is food for thought.... <hr></blockquote>

Ships full with organic armor don't care about shields from my observations. I have not tried the warheads so far, maybe the behaviour of the ram ships depends on the prospect of survival ? I think the calculation could be something about a comparison of the damage resistances. The only problem in strategic combat is, they do not ram colony ships, planets and maybe some more.

[ 27 February 2002: Message edited by: PsychoTechFreak ]</p>

Phoenix-D February 27th, 2002 12:24 AM

Re: newby\'s guide to ship and fleet strategy
 
"OVERWHELMING FORCE. Brutal, direct, unsurmountable FORCE."

I really do hate to break it to you, but it's not overwhelming. One planet. 15 weapons platforms armed with 2 CSM1, 3 DUC I. More often than not, those WPs smash the attacking fleet- 15 of your assult escorts armed with DUC IVs- flat. Oh, and they build FASTER than your ships, which means there will be more of them (except on small, outlying colony worlds).

I did a test scenerio.
Settings: 2000 racial points, no advanced trait. Maxed maintance reduction, high research bonus, enchanced minerals and construction. Low tech start, one planet.

Built two bases, then started cranking out ships.
Turn 1.1: DUC II attack ships finished, supply ships finished. Retrofit begings to DUCIII.
1.5: retrofit complete

Now, at this point finances are OK, so it looks like paying for the ships is not a problem. However, you have no idea where the nearest empire is. I assumed the nearest empire would be in the second habitable system I found. Time of arrival: 2.5.

OK. So let's assume there's another empire out there in a more defensive posture, and you find him. He uses the same racial stats as you. Assuming he built two construction bases, used those to expand, and turned his homeworld to building WPs, he has twenty-one WPs before you even launch your fleet. Then his homeworld slows down (emergancy build expires).

He continues to expand.

On the turn you launch your fleet, he has:
4 colonies, 3 with 4 WPs each
21 WPs on his homeworld
And a scout ship already out.

By the time your slow attack fleet arrives, it's already dead.. it just doesn't know it yet.

Oh, and speed 6 CSMI armed ships will tear apart your assult ships quite easily, if he went for ships instead of weapon platforms.

EDIT: heh. I just did a test- took your assult ship design armed with DUCVs against a CSMI armed speed 6 ship. Both escorts. One side had 15 ships (DUC) the other 13 (CSM).

I've been running it through SE4's simulator, and the DUC ships have yet to win. Best they've managed to do is kill 3 of the other ships for a loss of 6 of their own. Often they are wiped out without killing a single CSM ship. That's with tech AND numbers on the side of the DUC ships!

EDIT2: Shield 1, Combat Sensor 1 ECM 1 DUC I speed three light cruisers fare much worse- about the same as the DUC escorts vs the CSM escorts. But replace those DUCs with CSM1, and again the balance shifts. Four light cruisers can kill 15 assult escorts. The light cruisers take a little more research, but much much less cash.

But hey, let's not talk theory too much http://forum.shrapnelgames.com/images/icons/icon7.gif . Up for a game?

EDIT2: I'd propose the PBW server's Universe Cup map for this. Two players, no AI, 2000 points, one starting planet, low tech.

Phoenix-D

[ 26 February 2002: Message edited by: Phoenix-D ]</p>

tesco samoa February 27th, 2002 01:48 AM

Re: newby\'s guide to ship and fleet strategy
 
And another factor in this test is the distance between the homeworlds. So I guess were talking small map.

moves 3 squares per turn. SO that's 4 turns per system. So this fleet at turn 12 to turn 16 will leave its homeworld and travel for at least one turn out of its homeworld system. Stop at the warp point. so now were at turn 14. turn 15 to turn 19 travelling across the next system. Turn 20 to turn 24 the next system. And turn 24 to turn 28 on the next system. So if your lucky you might meet some one on turn 29 if not anoter 4 turns go by and your fleet is starting to get low on supplies. ( And this stuff might take a few turns to start if your fleet is retrofitting slowly so lets say you start this adventure on turn 20 ) and what do you get rid of to fit the ecm and pd's escorts have a 150 kt size.

A few destroyers with capital ship missle level one set at max range would clobber you. Or 10 mines at a warp point.

How about a base yard with 50 kt on vech control and the rest on missles (9) of these would end your fleet.

Or 1 planet 10 swp with 10k on command and 3 missles and 1 pd or level 1 duc with 2 base yards over top.

The fleet dies every time. Their too slow. Combat speed of 2.

And all that can be build easily before turn 20. With 2 space yards out there.

Can you post the results from your testing ??

Perhaps we can learn off each other here.

And the PD with the warp weapon. That is classic.

http://forum.shrapnelgames.com/images/icons/icon10.gif

I will be using that one. I always used them with tractor beams and nul's or ppb's and then the warp weapons ( in that order, you can really tick someone off that way). But the PD -warp combo is classic.

Learn something new every day

PsychoTechFreak February 27th, 2002 02:40 AM

Re: newby\'s guide to ship and fleet strategy
 
I remember, one of the TDM races has got a PDC strategy, I will take a look into the ai files tonight. Maybe Romulans, Klingons or Drakol.

GUTB February 27th, 2002 02:40 AM

Re: newby\'s guide to ship and fleet strategy
 
All you guys are missing the boat on this one.

Killer strategy for ship design:

Escort. As much beam firepower as you can fit. For instance, early game get an escort with:

x3 engines
x3 cannons

If you give a significant bonus to research in your racial points, you will literally have upgradeded cannon tech in one turn. What I did was give a sigificant bonus to research and a huge bonus to lower maintenence. You have to be smart to work the game system, foklks. And I made my people hard workers.

Step two, build a space yard base or two (with my stats it took one turn for each one) and start pumping these escorts out ( I call them Assault) with emergency build. Once you have 12-15 of these, build 4-6 supply ships. Once you're done with that, you will have several upgraded levels of cannons. Retrofit.

There you go, a force that cream anything in battle at this stage of the game. You don't even have to run tactical combat, the firepower is so overwhelming none of yoru ships is in danger of really dying.

Once you get repair bays, send these ships along with the fleet to give them staying power. You will defeat any player, AI or human this way.

After twenty or so turns of a game, how are you supposed to defend againt an enemy that shows up to combat with 45 advanced guns? In ONE combat turn with several of such assault vessels hammering a frigate it will be killed or near-dead. Even a cruiser will be severaly damaged in ONE turn, in which it only manages to severally damage or kill one of your many ships. Of course, the next turn it has a only a few guns left so it's effectiveness is basically nill. In the twenty or so turns it took to build this fleet, you would NEVER EVER be able to build a fleet of larger ships that have the same level of firepower and overal effectiveness.

Too many people bother with nonsense that doesn't matter, like armor, sheilds, engines, etc. Guys get with the program. THIS is the ultimate forumla for ship design:

0. ESCORT full size
1. MINIMUM crew facilities
2. Three engines
3. Three rail guns
4. ECM (when you're advanced enough to fit it)
5. Point-defenses (when your're advanced enough to fit it)

You might ask why ECM and PD and not another gun. That's because they actually make a difference. Avoiding being hit makes yoru fleet overall more effective overall, AND you have to have space for PD, which is extremely important to have once the enemy starts going wild on missiles. A swarm of assault vessels with PDs will massacre to death ANY missiles or fighters.

dumbluck February 27th, 2002 01:50 PM

Re: newby\'s guide to ship and fleet strategy
 
What warp weapon? Do you mean the repulsor beam? Am I missing something here? http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/image...s/confused.gif

Suicide Junkie February 27th, 2002 04:38 PM

Re: newby\'s guide to ship and fleet strategy
 
The wormhole/warppoint beam. It moves the target to a random (unoccupied) square, anywhere on the combat map. Usually more effective than a repulsor beam, although it sometimes makes the situation worse http://forum.shrapnelgames.com/images/icons/icon12.gif .

tesco samoa February 28th, 2002 10:45 PM

Re: newby\'s guide to ship and fleet strategy
 
Hey GUTB where did you go...???

oleg March 1st, 2002 04:31 PM

Re: newby\'s guide to ship and fleet strategy
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by tesco samoa:
Hey GUTB where did you go...???<hr></blockquote>

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly http://forum.shrapnelgames.com/images/icons/icon12.gif

Gryphin March 1st, 2002 05:19 PM

Re: newby\'s guide to ship and fleet strategy
 
oleg,
Now that you mentioned it, I saw on in the Intergalactic Daily Tribune Harald in the "Incedents Report" that his slow speed caused a pile up in a warp point and has been sent to ship design school.

(I'm only joking)

LGM March 1st, 2002 08:35 PM

Re: newby\'s guide to ship and fleet strategy
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Phoenix-D:


"OVERWHELMING FORCE. Brutal, direct, unsurmountable FORCE."

[ 26 February 2002: Message edited by: Phoenix-D ]
<hr></blockquote>

My response to both GUTB and Phoenix-D is that the strategy of creating a massive, cheap swarm early on and building tones of Weapon Platforms to defend against it is bad while the rest of the universe is developing and expanding normally. If a player spends his first 20 turns building a war fleet in a multiplayer game, he may trash the first player he meets, but he is not colonizing anything, so his power base is not growing. The goal these games is to expand and grow. A player who spends all his resources defending against an early swarm is also seriously set back. In a two player game this strategy might work in a very small universe. I hope someone tries this against me in the Universe Cup. But in that map, the two players start 7 systems apart, but two of the lings would be two turns apart as they are on the same side of the map. I think the home worlds would be 9 turns part. By turn 29, I expect to have Minefields which are the best way to stop an early game hoard. Once minefields enter play, offensive efforts usually shut down for a while while everyone builds massive Mineclearing fleets. A typical planet can build 10 cheap minefields a turn. A mine sweeper with 5 sweaping components will need level 2 to clear one turns worth. The player who build the awful swarm will no research colonies to research Mine tech 2, 3, etc, to keep up with minefield building.

I used to advocate playing with no minefields, but I guess without them early swarms would be hard to handle. Of cource in a multi-player game, I would just find a new game if I ended up being ambushed by a early swarm, knowing that they would not survive long. I would join a new game and hope to start in a better neighborhood.

Phoenix-D March 1st, 2002 10:37 PM

Re: newby\'s guide to ship and fleet strategy
 
Question- did you actually read my post? I wasn't defending his strategy, I was ripping it in half! http://forum.shrapnelgames.com/images/icons/icon7.gif Please don't quote me quoting someone else unless you include my response.

"I used to advocate playing with no minefields, but I guess without them early swarms would be hard to handle."

It's handleable. WPs are the cheapest alternative. You might loose a colony or two, maybe a some minor damage to your homeworld, but if he hasn't been expanding and the attack fleet gets fried, he just wasted a LOT of time and effort.

The WPs are also cheaper to build, so you can have more of them per the same time period. And it doesn't take more to kill the offensive he described. Hell, even speed 6 CSMI ships will do- one of them can kill 3-4 of his "assult ships" if you remeber to select max range.

Phoenix-D

GUTB March 3rd, 2002 12:04 AM

Re: newby\'s guide to ship and fleet strategy
 
UPDATE:

It seems I have overlooked a major flaw in my Great Armada fleet model. That is, I forgot about Crystaline Armor.

Malfor's Holy Chain Mail of Invunerablity, also sometimes known as Crystaline Armor, or CA for short, demands some changes in the design take place.

10 destroyers with x4 DUCs and x4 CAs show in simulation to ALWAYS beat 20 escorts with x3 DUCs, despite the fact that the escort fleet out-guns the destroyer fleet on a ratio of 1.5-to-1 for the same amount of tonnage.

I then made a more balanced destroyer design with x3 DUCs, x3 CAs, and put in a aux. bridge and a Capital Ship Missile to give that long-range punch, and matched them up in a fair 10-against-10 match -- the balanced design LOSSES EVERY TIME.

I then made a destroyer with x8 DUCs, and pitted them up with my original destoryer configuration. THEY PROCEED TO BE ANNHILIATED, despite having TWICE the firepower.

And then finally, I pitted the x8 DUC destroyer against my original escort design of x3 DUCs with a 2-to-1 favor for the escorts so tonnage in completely equal. THE ESCORTS HAVE A FEILD DAY WITH THE DESTROYERS despite costing a little bit more in total and having less less total firepower.

So what gives? Simple: CA is unbeatable early-game. Let's examine it; sure it weighs x3 times as much as standard Walmart armor, but the very first level gives you 100kt damage. So with four of these CAs, you have 400kt damage absorbtion. WE ARE TALKING ABOUT EARLY GAME. So in a fleet of 10 Crystal Assault destroyers, you must poor 4000kt woth of damage into them before they start taking damage. So, in one comabt turn, my fleet can take 4000kt before EVEN BEING DMANAGED. SO take your "balanced" approach and chuck a few capital missiles and try to fight "smart". Unless you have CAs like me, you are DEAD. And if I go really all-out, figure I can have a fleet of 15 CA Destroyers + support ships in twenty turns. This si made possible by canibalizing everything for 150% research and 150% construction aptitude.

And once I get shieilds -- FEAR.

So, supreme firepower is still supreme -- it's jsut that you have to take into account the WONDERFUL MAGICAL POWER OF CA.

Suicide Junkie March 3rd, 2002 12:19 AM

Re: newby\'s guide to ship and fleet strategy
 
Woah, there.
Your simulations seem to be very biased! You've got battles with armor vs no protection!

Compare CA to the Walmart armor.
CA 1: 100hp in 30KT.
WA 1: 90hp in 30KT.
WA 2: 105hp in 30KT.
WA 3: 120hp in 30KT.

Get regular armor for a fraction of the research cost, and get way more hitpoints!

Crystalline armor's advantage only appears once you've got at least one shield generator in the mix, to make use of the crystalline effect.

Phoenix-D March 3rd, 2002 12:27 AM

Re: newby\'s guide to ship and fleet strategy
 
As long as you're talking armor, try Organic. Organic armor w/ no weapons ships make really handy battering rams. That extra research cost really kills the "rush" idea though.

"SO take your "balanced" approach and chuck a few capital missiles and try to fight "smart"."

Heh. Screw the balanced approach, it's not a good idea. Specialization. Just ran a test. 10 destroyers armed with 4 CSMI, speed 6, destroys your "uber crystal" ships almost 100% of the time. Most of the time they don't even loose a ship doing it! And these ships can be built much sooner than your destroyers.

Phoenix-D

Phoenix-D March 3rd, 2002 12:30 AM

Re: newby\'s guide to ship and fleet strategy
 
"comabt turn, my fleet can take 4000kt before EVEN BEING DMANAGED."

Wrong. Your fleet can take *100kt* of damage before being hurt. Then you start loosing armor. Once you've taken 400kt of damage, you start loosing internal components. Your fleet isn't just one big ship!

Phoenix-D

tesco samoa March 3rd, 2002 02:02 AM

Re: newby\'s guide to ship and fleet strategy
 
and if your enemy always attacks with lots of armor and shilds then a lovely super sized null should clean up that mess...... Or the often over looked temporal weapons.....

Phoenix-D March 3rd, 2002 02:11 AM

Re: newby\'s guide to ship and fleet strategy
 
His attack would be too early in the game for null-space. Besides, why waste the cash when CSMI ships can bLast the attacks away until he gets PD?

EDIT: If you're speaking in general, yeah. null-space really shines when you're attacking heavily-defended targets.

Phoenix-D

[ 03 March 2002: Message edited by: Phoenix-D ]</p>

oleg March 4th, 2002 06:32 PM

Re: newby\'s guide to ship and fleet strategy
 
The best way to handle crystalline armor is PPB.
Untill the guy with crystalline armor gets phased shields (looong way to research), crystalline effect gives no protection whatsoever.

I almost always finish physics I + physics II before turn 20.

Suicide Junkie March 4th, 2002 08:11 PM

Re: newby\'s guide to ship and fleet strategy
 
Missiles are good too, since all of them stack into one hit.

5 CSM 1's do 375 damage: you'd need 750KT of crystalline armor III's, plus 400 shield points to defend against that.

And by the time you've got that defensive tech (Dreadnaughts, Crystal 3, shields x), your opponent will have reached bigger missiles http://forum.shrapnelgames.com/images/icons/icon12.gif

LGM March 4th, 2002 08:21 PM

Re: newby\'s guide to ship and fleet strategy
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Phoenix-D:
"comabt turn, my fleet can take 4000kt before EVEN BEING DMANAGED."

Wrong. Your fleet can take *100kt* of damage before being hurt. Then you start loosing armor. Once you've taken 400kt of damage, you start loosing internal components. Your fleet isn't just one big ship!

Phoenix-D
<hr></blockquote>


GUTB,

Phoenix-D is right, unless you had your targeting options to have something odd like least damaged. Normally, I target ships with Has Weapons, Nearest (better to hit), Biggest (better to hit), Most Damaged. But you may want to go with Has Weapons, Most Damaged, Nearest, Biggest to make sure you keep working on a ship that has damaged armor so you do not spread the damage around.

With that strategy, a ship will be targetted until it cannot shoot any longer. Focus first on the ships that can harm you. Even if you lose, they have to pay maintenance on the crippled ones and your early hoard is not likeley to have any repair ships near by.

[ 04 March 2002: Message edited by: LGM ]</p>

Zarix March 4th, 2002 09:18 PM

Re: newby\'s guide to ship and fleet strategy
 
Attacking with Planetary Napalm would be devastating to Phoenix-Ds WP strategy. But the downside is that the Planetary Napalm ships would need some protection againgst ordinary attack ships. I think there isn't any easy way to win.

Good strategy against ships with a lot of shields and armor is small null-space ships with orders to make 10-20% damage. It might not be very effective, but it is very anoying.

In general key to winning is allies. If you don't have them you just got to pull some stunt that no one is expecting.

[ 04 March 2002: Message edited by: Zarix ]</p>

Phoenix-D March 5th, 2002 12:30 AM

Re: newby\'s guide to ship and fleet strategy
 
"Attacking with Planetary Napalm would be devastating to Phoenix-Ds WP strategy."

Right, but that means your ships are dead meat unless you escort them, and his strategy was worked on massive numbers quickly. Escorts don't fit well into that.

Phoenix-D

tesco samoa March 5th, 2002 05:39 AM

Re: newby\'s guide to ship and fleet strategy
 
Good old dependable rock... nothing beats rock.... I am looking forward to battling with Phoenix-d (or allying with) soon.... Zarix you have to remember that Phoenix would most likely add fighters...mines and bases to the defence of the planet......

I like the null ships set at 'until weapons are destroyed'...and you use them with ship capture ships flanked by missle ships or engine targeting ships.....and a couple 1 reload Direct fire ships...

I believe in specialization of ships but the fleets are made up with many ship classes....

If Null ships are giving you problems then attack them with weapons overload or weapons take 6 turns to reload.... and a repulser beam...

TerranC March 5th, 2002 06:23 AM

Re: newby\'s guide to ship and fleet strategy
 
I don't know much about null-space weapons or long-term strategy as I've never used one http://forum.shrapnelgames.com/images/icons/icon7.gif but if i may...

Phased polaron beams are pretty much the way to go in early weapons research IMHO, as they can skip shileds and deal a good damage, although you have to get face-to-face to get maximum damage.

Point defense is also something that you should develop early. Or good engines since missles still have ranges.

Torpedo is a heavy weapon that even though short ranged, since they can't be targeted by weapons, ships mostly have to grin and bear it.

Armor is good for early ship defense.
Shields just take to long and by the time you develop PS, others already have better weapons that can pierce right through it.

Engines are a must. Just one PD cannon won't hold up against Planetary defences and missle ships. Unless you plan on building ships solley on Missle defence, you hit, and run, and hit, and run. Good engines will make sure your raider comes out alive.

Missles are only effective early on and in numbers. BIG NUMBERS. Don't expect to live by them for long.

Shiled depleters are useful to boarding ships for independent action or people with creative ideas.

Null space weaponry claim to be a good shot but from what I've seen, they are only good in numbers and escorted. Ships can quickly overwhelm a single NS ship with fast firing weapons such as PPB, APB, and Long range weapons such as WMG and CSM.

Combat support should be also researched but don't make it your priority.

For Specific racial techs,

Crystaline and Organic armor can't be beat but if someone had to choose, OGA should be the first choice as it heals wounds, while crystaline gives off 20 or so shileds, they are quickly overcome and destroyed.

Temporal weapons are... creative. Tachyon cannons don't seem to be worth the effort.

Organic weaponry are not much without support.

Crystaline weapons are nice in early stages, but as shileds develop, they are dead in the water.

Psychic weapons are just not worth it. Alligiance subverter is nice but it misses so many times, even with combat scanners and is ineffective against MC's so...

Religious items are worth the effort, besides the size which makes it not worth investing in small ships but for larger ships invaluable.

There goes my rant http://forum.shrapnelgames.com/images/icons/icon7.gif

Suicide Junkie March 5th, 2002 07:14 AM

Re: newby\'s guide to ship and fleet strategy
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Psychic weapons are just not worth it. Alligiance subverter is nice but it misses so many times, even with combat scanners and is ineffective against MC's so...<hr></blockquote>Wha? Don't wave off psychics:

From a Damage Factor List:
TKP does 1.75 damage/KT/turn
It is in the top-5 most powerful (anti-ship) weapons, and at max range, it is tied for most powerful!
And when you research the TKP, you get other items along the way!


Ripper Beam: 2.00
PPB: 2.00 -&gt; 1.67 @ maxrange
APB: 2.10 -&gt; 1.5 @ maxrange
Meson BLaster: 1.75

Phoenix-D March 5th, 2002 07:29 AM

Re: newby\'s guide to ship and fleet strategy
 
"Phased polaron beams are pretty much the way to go in early weapons research IMHO, as they can skip shileds and deal a good damage, although you have to get face-to-face to get maximum damage."

PPBs are painful. Second only to APBs IMO, and that only because they don't do quite as much damage against phased shields or armor.

"Point defense is also something that you should develop early. Or good engines since missles still have ranges." Can't always rely on the missle dance, especially if you're using, oh, Ripper Beams. Or the enemy has fighters. Yes, PD Is Your Friend..

"Torpedo is a heavy weapon that even though short ranged, since they can't be targeted by weapons, ships mostly have to grin and bear it." Relatively short ranged. Medium, really, and unlike some other weapons don't loose damage with range. Plus they get a to-hit bonus.

"Armor is good for early ship defense.
Shields just take to long and by the time you develop PS, others already have better weapons that can pierce right through it." Armor is also good for defense (+30 defense total, mmmm). I like shields, but they're so !$% expensive to get to decent levels.

"Engines are a must. Just one PD cannon won't hold up against Planetary defences and missle ships. Unless you plan on building ships solley on Missle defence, you hit, and run, and hit, and run. Good engines will make sure your raider comes out alive." Not always. Remember fighters http://forum.shrapnelgames.com/images/icons/icon7.gif Also in strategic (i.e. most games against humans) it doesn't work so well.

"Missles are only effective early on and in numbers. BIG NUMBERS. Don't expect to live by them for long." Unless the other guy doesn't have PD. Even then, APBs can overwhelm them.

"Shiled depleters are useful to boarding ships for independent action or people with creative ideas." Or for taking out highly shielded ships. Kill the generators and all that nice shielding goes out the window.

"Null space weaponry claim to be a good shot but from what I've seen, they are only good in numbers and escorted. Ships can quickly overwhelm a single NS ship with fast firing weapons such as PPB, APB, and Long range weapons such as WMG and CSM." Right. Null-space is best against single, highly shielded/armored targets.

"Combat support should be also researched but don't make it your priority." Heh. ECM and sensors are your best friend. As I've said elsewhere in this thread, I've had a BC that killed many times it's own weight because the opponent didn't have either.

For Specific racial techs,

"Crystaline and Organic armor can't be beat but if someone had to choose, OGA should be the first choice as it heals wounds, while crystaline gives off 20 or so shileds, they are quickly overcome and destroyed." Hmm. Organic regens 30 per turn, and can replace damaged components. Crystal, 15 points of shields per hit. It's a toss-up really. Organic is better on it's own, Crystal is better behind heavy shields and against fast-firing weapons like the APB.

"Temporal weapons are... creative. Tachyon cannons don't seem to be worth the effort." Haven't used.

"Organic weaponry are not much without support." Organic has the fastest firing seeker. Faster firing means you can overwhelm PD more easily..

"Crystaline weapons are nice in early stages, but as shileds develop, they are dead in the water." Then again, if the target is only protected by armor..of course, the armor-skipping weapons tend to be rather weak.

"Psychic weapons are just not worth it. Alligiance subverter is nice but it misses so many times, even with combat scanners and is ineffective against MC's so..." Heh. I had an ally one game. He had 400 some ships, most of that stolen by subverter. The MC issue is simple enough- computer viruses.

"Religious items are worth the effort, besides the size which makes it not worth investing in small ships but for larger ships invaluable." Haven't used.

Phoenix-D


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