.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old July 10th, 2002, 04:36 PM

Elowan Elowan is offline
Second Lieutenant
 
Join Date: Jun 2002
Posts: 463
Thanks: 0
Thanked 0 Times in 0 Posts
Elowan is on a distinguished road
Default Is there a listing of successful ship designs?

Showing components, etc? It might help some of us newbies put together better ships.
__________________
'There are old space jockies and bold space jockies but there ain't no old, bold space jockies'
Reply With Quote
  #2  
Old July 10th, 2002, 04:51 PM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: Is there a listing of successful ship designs?

The problem is that there are so many different situations. I suppose an experienced player with TDM for example, could give you some outlines for types of ships that work well for specific races in that mod. But that advice might be worthless in a standard game or a Proportions game. And even within the same mod different games can be very different. That's the fun of it. It's not like chess where you have to figure out how to use the same fixed set of pieces and their moves to do things. The level of detail is too great for there to be any clear, fixed methods to anything.

[ July 11, 2002, 15:59: Message edited by: Baron Munchausen ]
Reply With Quote
  #3  
Old July 10th, 2002, 04:53 PM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: Is there a listing of successful ship designs?

Now wait a minute. We all had to learn the hard way, so should you.

The thing to do is play a bunch of games against other people and when their ships tear yours up, then you get the ships designs and can use them in your next game.

Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #4  
Old July 10th, 2002, 07:05 PM
Gandalph's Avatar

Gandalph Gandalph is offline
Captain
 
Join Date: Mar 2002
Location: Santa Cruz, CA
Posts: 947
Thanks: 0
Thanked 0 Times in 0 Posts
Gandalph is on a distinguished road
Default Re: Is there a listing of successful ship designs?

Ship designs, like the game itself, are dynamic. As the game changes, your enemy builds different ships, or you meet a new enemy, you must be able to adapt to what you are up against so the best design is determined by the situation. This is one of the reasons AI's do not do well, they cannot adjust.
__________________
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.

Reply With Quote
  #5  
Old July 10th, 2002, 10:21 PM
Hank's Avatar

Hank Hank is offline
Private
 
Join Date: Mar 2002
Posts: 30
Thanks: 0
Thanked 0 Times in 0 Posts
Hank is on a distinguished road
Default Re: Is there a listing of successful ship designs?

In the SE4 Dubious Strategy Guide there are listings of favorite ship designs.
__________________
I was going for a snake-slash-ninja approach with a little bit of hissit!
Reply With Quote
  #6  
Old July 11th, 2002, 04:39 PM
DirectorTsaarx's Avatar

DirectorTsaarx DirectorTsaarx is offline
Major
 
Join Date: Dec 2000
Location: Northern Virginia, USA
Posts: 1,048
Thanks: 0
Thanked 0 Times in 0 Posts
DirectorTsaarx is on a distinguished road
Default Re: Is there a listing of successful ship designs?

I only have two suggestions about ship design:

1) In the standard game, make your ships as fast as possible. (For SJ's Pirates & Nomads, or other mods that use proportional movement, you'll need to find the right balance between speed & weapons/armor/etc.).

2) Don't forget to use combat sensors and ECM on your attack ships; and don't forget to use ECM on ANY ship that will be in battle on a regular basis (like the supply and repair ships you should be including with fleets).

There are, of course, exceptions to the first rule; for instance, to fit a space yard on a cruiser hull you generally have to give up an engine (unless you have master computers). That's perfectly acceptable, and better than using a battle cruiser hull for the space yard ship and either wasting space or adding unnecessary components (and, therefore, unnecessary expense).

There are very few exceptions to the second rule (ships armed only with seekers don't need combat sensors, for instance).
__________________
L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:54 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.