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-   -   OA vs Shields (http://forum.shrapnelgames.com/showthread.php?t=10988)

Fyron December 27th, 2003 01:37 AM

Re: OA vs Shields
 
P-D, that goes right along with what I said... the organic ships cost a bit fewer resources total, but not by much. And why would you compare BCs? If you have that much tech, surely you must have BB or larger, for the heavy mount weapons (which are a lot better to use than BCs with large mount). The costs get closer when you use big ships.

Taera, don't put words in my mouth. What I said does not lead to "loses horribly."

Resource Converters can make fair use of those organic valued planets. Not quite as good as using them for organics, but good enough.

Phoenix-D December 27th, 2003 01:37 AM

Re: OA vs Shields
 
Quote:

Originally posted by Roanon:
8110 = less than half of 14100? Hmm Last time I had math they told me differently http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="sans-serif, arial, verdana">This is what happens when you read the wrong part of the line. http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D December 27th, 2003 01:46 AM

Re: OA vs Shields
 
Comparing BBs, the difference grows to 7950 min, 17900 vs 19440 total cost; 108.6% difference vs 107.7%. So the difference actually grows. Ends up being about a two-turn difference in construction time (.5 vs .3)

Resource conVersion is fine for maintance/construction costs, but does exactly jack for your construction time. And you still end up paying more, especially given that 30% of the additional organic value is lost.

Nodachi December 27th, 2003 04:13 AM

Re: OA vs Shields
 
There is another point to bring up that I haven't seen mentioned (although I may have missed it).

Let's say your ship survives combat with damage. On the average the shield ship can be repaired more quickly and sent back out.

That's something I'd like to see changed for SEV, repairs based on points rather than components.

Taera December 27th, 2003 08:20 AM

Re: OA vs Shields
 
um, nodachi, organic armor regenerates as long as at least 1 survives, which is not that difficult - its either there some armor, or the ship is all gone, on armor-heavy ships

fyron: sorry, but thats how that sounded to me. sorry for misquoting.

[ December 27, 2003, 06:21: Message edited by: Taera ]

Fyron December 27th, 2003 09:00 AM

Re: OA vs Shields
 
P-D... you are forgetting the essential Stealth and Scattering Armor... that adds a lot of minerals cost. http://forum.shrapnelgames.com/images/icons/icon12.gif And then there are the rather useful Shield Depleters and Ionic Dispersers. Those warships you are talking about would not be very effective compared to better designed ships...

Nodachi December 27th, 2003 09:24 AM

Re: OA vs Shields
 
OK Taera, maybe I wasn't being clear. I should have said survives with damage to the internals, ie. all armor is gone.

Taera December 27th, 2003 12:16 PM

Re: OA vs Shields
 
no nodachi, i know what you meant, but under the setting of heavy heavy fire, the ship either has armor left, or is all gone. i think.

Fyron: with racial techs, it doesnt pay off to have scattering/stealth armors IMO. SD and ID are a must tho.

Asmala December 27th, 2003 12:59 PM

Re: OA vs Shields
 
Quote:

Originally posted by Taera:
Fyron: with racial techs, it doesnt pay off to have scattering/stealth armors IMO. SD and ID are a must tho.
<font size="2" face="sans-serif, arial, verdana">Your ships will lose really badly if you don't have stealth and scattering armor. That 30% is vital.

Taera December 28th, 2003 08:06 AM

Re: OA vs Shields
 
hmm... that's true, but OTOH organic ships, at least in my designs, tend to go close-range where this is less vital. yes, it is significant. still.
(not - crystalline armored ship doesnt care how much is it being hit, 14CA's are NASTY)


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