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August 9th, 2002, 07:24 PM
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Second Lieutenant
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My thoughts on ship sizes.
Firstly - I think Frigates are useless - even for cannon fodder; too small. And while I'm on the subject - if you can get a hvy wep mount for a sattelite - wherefore not for a frigate?
Destroyers run a close 2nd but sometimes if heavily armored can Last for awhile.
The first useful size - AFAIC - is Light-Cruiser. An upgraded weapons mount, more space, fast. They are the mainstay of my fleets (so far).
Rebuttals? Comments?
[ August 09, 2002, 18:25: Message edited by: Elowan ]
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August 9th, 2002, 07:46 PM
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Colonel
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Re: My thoughts on ship sizes.
Frigates - get 'em while everyone else still has escorts, they rule. Frigates are pretty good scout ships, One missile, one direct fire, one supply, one armor, will do 1 or 2 systems away, I use them pretty well into mid-game if there's no war.
Destroyers - pretty good. Will hold a repair bay, and 3 supply, couple of point defence. An excellect support ship into early mid-game.
Light Cruiser, I agree, is the first, good ship. Fleets of them signify early mid-game. But, what do you if a war starts before you have them?
I once tried to get a dogfight game. I made research requirements high, and resources low. I was hoping to see fleets of escorts and frigates with CSM I and DUC I. But I gave the A.I. a moderate bonus, and so for them it was just an ordinary game. I had frigates, when they had battleships.
[ August 09, 2002, 18:52: Message edited by: Arkcon ]
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August 9th, 2002, 08:12 PM
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Corporal
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Re: My thoughts on ship sizes.
In traditional naval terms, smaller vessels are used primarily as scouts, escorts, minesweepers, or, in modern times, tasked with the anti-sub role. In other words, for specific fleet functions/roles. Traditional Cruisers are the smallest of the "stand and fight" general-purpose warhulls. This has slipped a little in modern times as warships size have increased. In the game, I use FG/DD hulls as scout, survey, repair, supply, mine laying/sweeping functions & picket duty role -- not (generally) as fighting ships, but to fulfill useful fleet functions that don't need the larger hull. Retrofitted LC's replace these specialty ships as I start building BC/BB classes, and CA/BC's as I start DN/BS construction.
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August 9th, 2002, 08:18 PM
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Captain
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Re: My thoughts on ship sizes.
I use escorts as point ships. They can move into a system and see what lays in the path of my fleet.
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August 9th, 2002, 08:50 PM
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Colonel
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Re: My thoughts on ship sizes.
The main advantage of the smaller ships like escorts and frigates are IMO their defense bonus and low cost. Therefore they can be valuable against psychic races with allegiance subverters or ships with huge weapons that have a high reload time. But of course their offensive capability is minimal against larger ships with a lot of shields and/or armor.
Besides that I use them as recon ships and medical support ships.
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August 9th, 2002, 09:23 PM
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Lieutenant General
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Re: My thoughts on ship sizes.
True, in unmodded SE IV the bigger is usually better. But try Proportions mod for example and you will acknowledge the finer points of smaller ships.
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August 9th, 2002, 11:39 PM
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BANNED USER
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Re: My thoughts on ship sizes.
Rational for Weapon Mounts on Sats but not Ships?:
Practical reason: Game Ballence
Hypothectical Reason: Sats are Staionary? Ships Move?
Works for me, but mostly I don't go for "Realty" reasons.
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August 10th, 2002, 12:10 AM
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First Lieutenant
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Re: My thoughts on ship sizes.
By about the midpoint of the game I'm using the smaller ships mainly in special roles. Mine sweeper, sneaky mine layer, scout, PD ships occasionally (especially if they're older ships from the beginning of the game and have a lot of experience... keep em), rapid-deployment repair & supply ships, etc.
The medium sized ships are still useful in 'encounter' fleets. In Quasi Newtonian games the faster larger ships are just soooo expensive. So a relatively inexpensive fleet of very fast Cruisers and even Light Cruisers can be used to move to trouble spots quickly and tie up an opponent. This buys my big/slow ships some time to go and plug up points of entry/weak spots. My general philosophy is that you can get by with half as many ships (tonnage actually), if the ships are capable of getting to any location in your realm in 3 turns or less.
I'd imagine that with human players, a quick response force is often enough to convince them that you're just not a soft target, and should be left alone (the AI is simply not smart enough to read such warning signs).
[ August 09, 2002, 23:14: Message edited by: jimbob ]
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Jimbob
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Take away paradox from the thinker and you have a professor.
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August 10th, 2002, 05:47 PM
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Second Lieutenant
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Re: My thoughts on ship sizes.
Quote:
Originally posted by Gryphin:
Rational for Weapon Mounts on Sats but not Ships?:
Practical reason: Game Ballence
Hypothectical Reason: Sats are Staionary? Ships Move?
Works for me, but mostly I don't go for "Realty" reasons.
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Actually I do go for 'Realty' - the more planets the better!
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August 10th, 2002, 05:53 PM
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Second Lieutenant
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Re: My thoughts on ship sizes.
Quote:
Originally posted by jimbob:
By about the midpoint of the game I'm using the smaller ships mainly in special roles. Mine sweeper, sneaky mine layer, scout, PD ships occasionally (especially if they're older ships from the beginning of the game and have a lot of experience... keep em), rapid-deployment repair & supply ships, etc.
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Which then begs the question - are these original designs or refits into that new role? And a follow-up: does a ship lose experience on a refit?
BTW - I've heard of guys using so-called 'training ships' to train up the crew. I don't see anywhere wherein one can transfer a crew. It seems the concept would only work if you had a neural net installed in each ship - impractical for the smaller hulls. Either that - or these are basic hulls fitted with just enough stuff to exceed 50% and then get retro-fitted. Hence the second part of the question above. Is that a practical idea?
[ August 10, 2002, 16:54: Message edited by: Elowan ]
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