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  #1  
Old January 28th, 2004, 10:44 PM

oogs oogs is offline
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Default Re: Ship weapon loadout

i'm re-using this thread for another question along the lines of the original one...


i'm gearing up for a major... uhhh... cleansing of the universe. I have 6 fleets that can operate independantly for indefinite periods of time (they have repair & resupply capabilities), each with 10 dreadnaughts. I honestly do not expect the AI to pose *too* much of a challenge... and even then i can rebuild the whole fleet in under 10 turns.
Anyways, I want to include carriers (just for fun). But I cannot seem to decide between a designing a carrier that can launch 30 fighters each combat turn (and hold 168 heavy fighters) or a carrier than can launch 20/turn (and hold 302 heavy fighters).

Which of the two would seem better, and why? I have some ideas of my own, but they are why I can't choose either option - i don't see a clear advantage in either design.

Oh, and the simulations don't seem to help much... I haven't engaged the enemy in a while, and my intelligence can't steal their ship plans. I sort of closed all but 2 wormholes leading into my territory, and these are guarded by my older carriers and fleets.
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  #2  
Old January 28th, 2004, 10:53 PM
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Default Re: Ship weapon loadout

Quote:
Originally posted by tesco samoa:
geo... I once played what I call a perfect game against you using fighters and carriers... I did not lose a single ship or planet

Now that's a damn lie!

I have lost many games, but I don't recall ever being beaten by anyone without at least extracting some damage in return. Either way, I still maintain it's not becuase you used fighters. If it's the one I think you are talking about I was pretty much beat up from my war with another player. You just stepped in at an opportune time. Not to mention I was using fighters myself in that game. And I don't recall you using them all that much. Are you sure you don't have the facts backwards and are actually proving my point.
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  #3  
Old January 28th, 2004, 10:56 PM
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Default Re: Ship weapon loadout

if you can't see a difference, pick one and go with it.
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Old January 28th, 2004, 11:02 PM

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Default Re: Ship weapon loadout

no it was a koth game... I went all fighters against your ships and intel attacks... I did not lose a single ship or planet... I remember it quite well... Took like 50 turns or something. around a year ago.. The only reason why I remember is because... It was the perfect game...
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Old January 28th, 2004, 11:05 PM

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Default Re: Ship weapon loadout

*sighs* i think we should lock tesco and geo in a carrier's fighter-bay and let them go at it.
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Old January 28th, 2004, 11:34 PM
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Default Re: Ship weapon loadout

Quote:
Originally posted by oogs:
..... But I cannot seem to decide between a designing a carrier that can launch 30 fighters each combat turn (and hold 168 heavy fighters) or a carrier than can launch 20/turn (and hold 302 heavy fighters).

Which of the two would seem better, and why? I have some ideas of my own, but they are why I can't choose either option - i don't see a clear advantage in either design.
It really doesn't matter, both are valid designs.

The one thing you have to keep in mind (for strategic combat) though is to include direct fire weapon so your carrier dont run to the corner. There is nothing sillier than to have your fighters arrive at the frontline in small batches that are easy meat for the PDC.
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Old January 29th, 2004, 01:08 AM
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Default Re: Ship weapon loadout

I would lean toward 30/168. That gets all the fighters in action in 6 turns, where the other would take 16.

Also, 30/168 finishes with a group of 18 fighters, but 20/302 ends with a measly 2.
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