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Old June 15th, 2001, 04:38 PM
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Default Re: Best satellite design?

Unless you're playing devnullmod or similar, sats are only really useful on warp points, in which case you want high damage weapons. Since range isn't initially an issue at warp points and you can't pursue the target with sats, you have to hit it as hard as you can on the first combat turn. Screw range, stuff reload times, you want to twat it on the first shot. Once you've crippled it you might need something longer range / more frequent fire rate to finish off your enemy, so throw in a few beam weapon sats or something.

I usually design a long range and a short range sat and deploy them more or less equally. In my current vs AI game (devnullmod, 1.35) I used warp sats to fend off the crysonlite for about 50 turns even though their weapon tech was way ahead of mine: I was escort, they were cruiser. I was DUC II, they were Shard cannon X. They had PDC, shields; the works, but about a dozen small external CSM sats with a few DUCs thrown in kicked their arses royale, turn after turn. OK, that's against an AI, but it was still well worth investing my surplus resources in=-)

Design lots of different sats and pile them up on warp points. The more you have, the more chance of killing something and the less chance of being destroyed.

Basically, variety and mass is the key. Sats have no maintenance so you can just keep on building more whenever you have a resource surplus. CSM I might be a crap weapon but if you're firing 30 of them in one combat turn at range 5 then you're looking at some serious damage.

Unless you have several armed space stations or the sat mounts of devnullmod, then they're not much good over planets, but for warp points (until you develop fighters anyway), sats are my favourite defence.


Of course eventually you'll hit the max units in space limit but that's another story...


BTW, this post comes with my standard "been down the pub on a Friday lunchtime" disclaimer=-)

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