Re: Tale of A Ship Idea That Failed
Will - in my realy big game with 20 empires those suckers will be in EVERY system by turn 50 from 10 good starting planets each. They already claim all but a few systems at turn 30. If lucky I MIGHT control 35-45 myself, but even that cuts me down to 100 per system. So at 5000 I will really not have much use for mines or fighters on wp by mid game. It is true that a stack of sats can only target one ship per combat round. But that ship will be DEAD MEAT and any others that remain in range will be too. So IF they cooperate then sats on the warp point can take down a fleet of 30 dreadnoughts. Attrition may be 50% or more, but that fleet is GONE and replacing the sats should require only about 100 yard turns while replacing 30 Dn is 200+ yard turns. Economically sats make sense in mid to late game. I have not used sats for a long time because I always jumped from early game 39 colonies at turn 120 to end game all conquered turn 150. But this map6 I am playing with 7000 planets is going to be a whole nother ballgame.
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