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Old February 12th, 2005, 05:38 AM
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douglas douglas is offline
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Default Re: Jumping in at the deep end

Quote:
Jtownsend said:
I'm still not sure about how to spend the 100k research. Granted, a single huge tech gets itself out of the way in a hurry, but really, the same techs need resarching whichever order I do them in, and it would seem that the most urgent priorities are really things like getting minelayers out ASAP unless I plan to gank a neighbor with an energy pulse weapon without having other foundation technologies.
Correct. Nifty weapons won't do you a bit of good if you run into a minefield you can't sweep.
Quote:
Jtownsend said:
And then, the first levels of that weapon aren't too decisive, right?
Actually, with Phased Polaron Beams, they can be. You get 6 range from level 1, and at level 2 they match a DUC V's damage out to range 4. They also skip normal shields from the very beginning, making any research anyone puts into shields worse than useless until Shields level 6 at least.
Quote:
Jtownsend said:
So maybe something dull like Frigates - Armour - Mines - Shields - something or other? I get the 100k spent whatever I do, and it doesn't really give me an advantage vis a vis the other 8 guys with the same 100k to spend.
Don't bother with shields until you can get level 7 or 8 in as many turns of research. In a medium tech cost game, that means at least about 250000 research points per turn. Armor is a good choice, and something you should continue to research at least to level 4 immediately for stealth armor (free level 1 cloaking), and eventually to the max for the extra defense bonus. Frigates aren't a great deal more powerful than escorts until you have a bit more tech that's "essential" equipment on everything. A better weapon will make much more of a difference early on in how powerful your ships are. I'd say go Mines - Armor - Physics on turn one, and repeat the Armor until you've got level four, then finish off Physics 2 and start on Phased Energy Weapons. You should have Armor 4 and Physics 2 finished on turn 6 or 7 with this research order and three good homeworlds.

BTW, a few things you should know about mines: planets can build and launch mines without a space yard - given one turn of peace to build mines, a new colony can render itself almost invulnerable in the very early game; minelayers can lay mines while cloaked - you can use this in the early game to arrange some very nasty surprises for anyone who attacks you.
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