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A Questionaire - redux
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Weapon or Facility -- Value/Strategic/Tactical </font>
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[ September 18, 2002, 23:25: Message edited by: Elowan ] |
Re: A Questionaire - redux
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Weapon or Facility -- Value/Strategic/Tactical </font>
A) Name your favorite ship type/size and why. It depends; Battleships and dreadnoughts both get the heavy weapon mount; dreads trade off movement for a couple extra weapons (or extra shields/armor). So they're both pretty good attack ships; however, the punch of a single baseship is fun to watch. Too bad they have such high combat penalties. For transports, I like medium transports for most jobs - big enough to carry a useful amount of pop/sats/mines/drones, but not so big that it's difficult to fill all the cargo space. I use large transports mainly for troop transport or filling ring/sphereworlds with population. Frigates & Destroyers make for good stellar manipulation craft (well, for lower-level components); other support ships (dedicated PDC or supply) are generally a size or two smaller than the main attack ships. Obviously, cruiser hull is perfect for spaceyard ships; light cruiser works pretty well for repair bays. B) How far do you research propulsion and why? To Quantum Engine I (level 10, I think); best movement bonus, and by the time I get that far on the tech tree I'm not generally concerned about resources, so researching the Last two levels of engines has little benefit. C) Do you use training facilities and why? Sometimes; typically if the AI has serious combat bonuses I'll use training to even the playing field. I don't get much time to play, so I avoid multiplayer and don't feel terribly guilty about using advantages that the AI doesn't use. Thanks! http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: A Questionaire - redux
Weapon or Facility -- Value/Strategic/Tactical
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A. Name your favorite ship type/size and why. Dreadnaughts. They have good size which makes them pretty affordable (not to big, not to small). I hate spending 5 turns to crank out a ship. I can usually stock up a Dreadnaught right to the brim and have one built in 3 turns. B. How far do you research propulsion and why? I usually research propulsion as far as I can go (Quantum III is the highest isn't it?). Why? Why not. Never hurts to have better engines than your enemy http://forum.shrapnelgames.com/images/icons/icon10.gif C. Do you use training facilities and why? I haven't used training facilities yet. I almost never let the comp do my battles for me, so if i'm not relying on the AI to do my fighting, then there's no point in researching Training Facilities. Thanks for helping me kill some time at work! http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: A Questionaire - redux
training facilities impact tactical and strategic combat. Whether you or the AI runs your ships in a battle.
>C. Do you use training facilities and why? > I haven't used training facilities yet. I almost never let the comp do my battles > for me, so if i'm not relying on the AI to do my fighting, then there's no point > in researching Training Facilities. |
Re: A Questionaire - redux
Elowan:
This is probably a stupid question, but do you mean "Strategic Combat" and "Tactical Combat", or "Out of Combat" and "In Combat"? |
Re: A Questionaire - redux
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The frigate question is more general. |
Re: A Questionaire - redux
[quote]Originally posted by Elowan:
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Propulsion - all the way, but eventually, not all at once. Solar sail gives you more speed sooner, almost unbalanceing Training - yeah, it's cheezy, but my ships never gain much experience on their own. I'm all for reducing the max level say to 10-15 % |
Re: A Questionaire - redux
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cloaking is good early on , after that...no point IMO. its too easy to detect and it just drives up the cost and build times on ships. IMO the game needs to add levels to cloaking. Dreadnought Size cost build times are decent. Not too slow when it has solar sails and q3 engines. Baseships are slugs in space and slow down a fleet. qIII - best engine and cheaper than q1 or q2 Always add solar sails training - always. Need the combat bonuses. [ September 18, 2002, 00:42: Message edited by: AJC ] |
Re: A Questionaire - redux
1. Long Range Scanners -- NA/1/1
2. ECM unit -- NA/10/10 3. Combat sensor -- NA/10/10 4. Tractor/repulse beam -- NA/0/0 5. Scattering armor -- NA/7/7 - For the ECM Bonus 6. Stealth armor -- NA/10/10 - For the ECM Bonus 7. Cloaking -- NA/0/0 - By the time you get cloaking, everyone has Detect CLoaking ability 8. Tachyon (engine destroying) cannon -- NA/3/3 9. Frigates -- NA/1/1 10. APB cannon -- NA/9/9 11. Null space cannon -- NA/10/10 Dreadnaught for the Heavy Mounts with mix Null/APB/Phased weapons & Light Cruiser for Missile Boats Research L4 Propulsion soon and then trade for the rest in the mid game. Training - Definitely. Especially if you are Physic |
Re: A Questionaire - redux
Weapon or Facility -- Value/Strategic/Tactical
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