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Old February 26th, 2003, 12:50 PM
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Karibu Karibu is offline
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Default Re: size of fleets midgame

I the game I am currently playing, one of my allies attacked to a enemy sector with 150 ship fleet filled with missiles. In that sector was 4 planets build with defences and a 60+ ship enemy fleet (beam weapon ships + talisman).

Unfortunate things was, that he went into that sector through warp point, so he was in the middle of the enemyfleet and in the range of the planets at the beginning. Also he moved after the enemy had moved his fleet.

Enemy lost 3 planets and over half of its fleet. The enemy uses 2 or 3 PD weapons in his ships, so there was moderate PD defence. Even considering all this, enemy lost 3 planets and half of its fleet.

However, had he arrived into that location normally and battle would have started opposite ends of the battle field (not fleets mixed up in the warp point), he would have beaten planets and other ships easily.

150 ships and say, 10 missiles each of them. Does anyone have PD to counter that? I recon the weaknesses in the tactic when you use missile based attack ships, but it in the large amounts and normal battles, it will destroy enemy before it gets near you. Missiles has their uses, though it is quite limited and only in specific occasions they are effective enough. I have also always thought, that PD is too effective. It never misses (reduces the value of figs and missiles).

In real life, try to shoot down something that comes toward you 10 000 miles (or kilometer)/hour. For a computer (at least nowadays) it is impossible task to calculate the missile position and lauch counter measures to shoot it down. Though, I admit that computers will be far more effective that we now can imagine in the time when humankind travels into stars.

Though, I prefer beam weapons myself. At the end, they are more effective and you can use them to shoot almost anything (it should be possible to make missiles shoot at satellites also. They are static target).
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