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January 22nd, 2001, 09:00 PM
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Captain
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Join Date: Jan 2001
Location: Texas
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Fighters too powerful?
My Last game was a large galaxy/high/high/no bonuses, and fighters won the day for me. I have read elsewhere that folks think the AI doesn't build enough shipyards to maintain a steady production of ships. This problem is likely much worse with fighters. Since they don't require a shipyard, you can easily produce tons of them at every planet in your empire.
I found that a single planet could produce six fighters per turn, and these six fighters could easily destroy anything smaller than a light cruiser. Building only fighters, I didn't pay maintenance costs but I had sufficient forces to defend every single colony and plentiful resources to spend on expansion.
Also, it seemed that my score was much more heavily impacted by the number of ships than it was by the number of fighters. At one point, my score was third place. But I had the same number of planets as the number one player. And... my research points and tech levels were higher. His ship count was higher. I think this explained why his score was higher.
I wonder what it is that sets off the computer players so that they all break their treaties and start declaring war on you? Is it because your score is so much higher than theirs or because you have so many more planets and systems? If it is because of the former, then the impact of fighters on the score should be increased by quite a bit.
Some closing thoughts on fighters:
1. Fighters don't require maintenance.
2. Fighters are extremely hard to target with direct fire weapons and impossible to target with seekers.
3. Fighters may be produced at every planet in your empire.
4. You can immediately begin producing fighters at newly established colonies without building a shipyard.
5. Fighters may be transported in cargo bays, transferred to the planet, and a thousand fighters per turn may be launched from a planet.
6. Fighters can move freely about a star system.
7. Fighters are great for attacking fighters, satellites, base stations *and* planets.
8. The AI doesn't produce enough fighters.
9. The AI *never* fills his carriers to capacity.
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January 22nd, 2001, 10:26 PM
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Major General
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Join Date: Sep 2000
Location: Midlothian, Va, USA
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Re: Fighters too powerful?
on # 8 & 9: try using Mephisto's Earth Alliance MOD....the boogers use fighters and fill carriers to the gill with them. not to mention planet protection.
The default AI/races for sure don't use all assets to the fullest advantage.
[This message has been edited by pathfinder (edited 22 January 2001).]
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January 23rd, 2001, 12:10 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
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Re: Fighters too powerful?
The main reason for fighters seeming invincibility is the AI's slowness in researching point defence. In my game, I have altered the tech tree to give level 1 PD at game start, but, have made subsequent levels more expensive. The AI players go berserk building WP's and ships with PD (I have Mephistos mod loaded too) and this greatly impacts on using fighters and missiles. That is not to say they are not useful, just that they are not so dominant and have to be employed in very large numbers to survive the PD defences.
I have a mixed force of capital ships and carriers normally in a 3:1 ratio.....
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January 23rd, 2001, 12:54 AM
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Sergeant
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Join Date: Dec 2000
Location: Fairfield, Iowa
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Re: Fighters too powerful?
quote: Also, it seemed that my score was much more heavily impacted by the number of ships than it was by the number of fighters. At one point, my score was third place. But I had the same number of planets as the number one player. And... my research points and tech levels were higher. His ship count was higher. I think this explained why his score was higher.
Ships/bases are the largest influence on score. Units technically influence it equally, but the score is calculated per kt of hull size (regardless of how much equipment is put on the ship/unit) and I've never seen anyone build more tonnage of fighters than ships.
Personally, I have no use for small fighters, they're just too wimpy. Two PD cannons per ship keep me 100% secure from even the fighters of Mephisto's EA mod.
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Compete in the Space Empires IV World Championship at www.twingalaxies.com.
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