.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Your favourite Ship/Fleet Designs (http://forum.shrapnelgames.com/showthread.php?t=4662)

ZzZ November 27th, 2001 01:09 AM

Your favourite Ship/Fleet Designs
 
Hi

I'm interested to learn something about your favourite ship designs ... which of your ships rock your enemies? What components are a must have? How do you configure your fleets ... give me everything that leads to success in space battles ... http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

Best regards, ZzZ

evader November 27th, 2001 01:29 AM

Re: Your favourite Ship/Fleet Designs
 
PPB are must for standard attack ship(at least still the the enemy gets phased shields).

Arrowhead for standard attack fleets. Modifield turbine(my own creation(might post if I ever get some filed compiled together with a readme and a zip file)) for invading planets.

I use mines a lot. I perfer Defensebases and WP to sats.

Hope that helps

Taqwus November 27th, 2001 06:41 AM

Re: Your favourite Ship/Fleet Designs
 
Hrm. One of the more sadistic weapon combinations I used combined an ionic disrupter (trashes engines (and only engines), but only medium range), null-space projectors (bypasses shields and armor, but short-medium range and takes significant time to reload) and a repulsor beam. It kills very slowly, but cripples quite readily. And crippled ships cost full maintenance...

(Incidentally, the same weapon mix would be pretty nasty for Deeply Religious starbases using the Talisman (100% hit) and heavy starbase mounts (extended range) -- they could immobilize attacking ships before the attackers get in range, and then fling 'em across the tactical map).

Rollo November 27th, 2001 12:28 PM

Re: Your favourite Ship/Fleet Designs
 
Hehe, to that question you'll probably get as many different opinions as answers (if not more). Since you asked about "must have" components, I'd say it is combat sensors and ECM. If you have better Versions than your enemy, even a peashooter will defeat superior high-tech weapons and/or combination hokus-pokus. Advanced weapons are nice, but if they can't hit you, they are useless. IMHO, it all comes down to who can score more hits with any kind of weapon. Try to get as many combat bonuses as possible from components, training, culture, and/or race. Then you will have success in battle.

Rollo


All times are GMT -4. The time now is 10:11 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.