quote:
Originally posted by Tomgs:
I never see that many fighters on a planet how many turns into the game are we talking about 200? Even if I play in a large quadrant my games never seem to Last that long.
I think he probably saw that the EA has 900 units in the score.
A single planet can output around 8 small fighters per turn. So, ten turns later, that is 160 fighters just on one planet. Probably, the EA has lots more than 900 fighters since someone in another thread thinks each group counts as one unit.
quote:
Now fighters vs the AI in tactical yes you can overwelm them because they are not prepared for that type of battle. If you mod the txt files to account for that then they will have a better chance. But there are a lot of different ways to overwelm the AI, fighters may not even be the easiest way to do that but it definately will work. You can overwelm the AI with mines, satellites, missles, or escorts if you want to .
Can we start another topic so I can hear more?
I like fighters better than these other ways because:
1. Fighters don't pay maintenance.
2. They move themselves.
3. You can easily move them back and forth between the planet surface and orbit.
4. They can be used both defensively *and* offensively.
5. Fighters can leave orbit from several planets and attack targets inside the solar system without the need to use a carrier.
Reasons against Satellites, mines and escorts:
A. Satellites - Until the game puts these between enemy ships and the planet, these lack somewhat when used for planetary defence. They are pretty awesome when you deploy them by a wormhole. The strategy of deploying them in a tactical turn seems to work quite well also. Mainly, I'm just too lazy to move them around. Although, I do favor a medium satellite armed with a heavy Polaron V, sensors and a shield.
B. Mines - The biggest thing I hate about mines it that once you deploy them from the planet, you then have to pick them up with a mine layer ship. With either fighters or satellites, you can make a lot of planets build them each turn. When the cargo starts getting full, just launch them into orbit. Then, when a transport comes to pick them up, after you transfer the ones from planetary storage, you just make the planet recover what's in orbit and repeat the transfer. But you can't do that with mines.
C. Escorts... Fighters don't pay support. Even with mines and satellites, you have to pay maintenance on the 'Layer' ships. When using fighters for pure defense, you don't even need carriers. Plus, you can build fighters on every planet. You can even build fighters on a brand new colony that doesn't have any facilities.
Err... I guess you figured out that I love fighters even more than the Earth Alliance.