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August 27th, 2000, 03:26 AM
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Sergeant
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Re: Ship roles (division of labor)
quote: Originally posted by Taqwus:
Out of curiousity, how are people normally building fleets?
I've been experimenting with fleets including the following roles (in a max-tech, max-planet, large mid-life start)
*
I think the ship building possibilties in SE4 is one of its greatest strengths, so many different components so many different strategies to come up with. However, other then for "reserach" purposes I think it is a mistake to design ships assuming that all the tech levels are available. True you can start the game out like that but I don't think that would be much fun. Being forced which areas to develop is a large part of the game. Also, as in real life you won't always have the funds available to create your ideal fleets and there are always outdated ships that you will have to deal with in combat that have not yet been retrofitted.
One question though about this ship design:
* Utility CA (at least 1-2 per fleet)
Jobs:
Resupply (quantum reactor)
Repair (1 repair bay)
Satellite/mine launching
Cargo carrying
Missile defense (3 Point-Defense Cannons; others in fleet usually have 1 or 2)
Does having 1 ship in a fleet with a quantum reactor allow all ships in that fleet to basically share the ulimited supplies?
Jim
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August 27th, 2000, 03:36 AM
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Re: Ship roles (division of labor)
quote: Originally posted by jars_u:
Does having 1 ship in a fleet with a quantum reactor allow all ships in that fleet to basically share the ulimited supplies?
Jim
Pretty much. It will refill the ship that has it, one turn later the fleet will automatically redistribute the supplies so they all have approximately the same amount, and then the quantum reactor will refill its ship's supplies again. Lather. Rinse. Repeat as necessary.
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August 27th, 2000, 04:16 PM
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Major General
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Re: Ship roles (division of labor)
jars_u >>
Aye. It probably makes sense for testing purposes, 'tho -- as in making sure that my ships defeating the AI's fleets didn't happen just because better tech balanced out a nonsensical design, or having greater pop because I stumbled on ruins giving me another colony type early on, or whatnot.
On the quantum reactor, it works as Noble says. The fleet will still run out of supplies when you engage in multiple battles a turn (say, 3 anti-planet battles perhaps), so it's not quite as flexible as QR's for everybody, but QR's are a tad pricey and it saves 20kt space per ship, IIRC. The AI appears oblivious to the possibility of destroying the utility ships and thus making supplies matter...
One additional type that I'm considering is a dedicated 'big gun' ship -- meant to be the only one that uses not-every-round large beam weapons like Wave-Motion Guns, with strategy set to something like --
max range / don't get hurt
attack only ships, stations, planets and platforms
pri: has weapons, largest, most damaged,
nearest (needs testing and tweaking, fer sure)
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-- The thing that goes bump in the night
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August 29th, 2000, 06:40 PM
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Major General
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Re: Ship roles (division of labor)
Hrm. An evil idea (for multiplayer only, methinks -- versus folks who don't carefully examine every opposing ship) --
'Trojan Horse' / deceptive ships, such as...
Colony ships, loaded with troops instead of colonists; perhaps have a few in systems belonging to a mark^H^H^H^Hally.
Cruiser colony ships, so that folks see a small stack of cruisers labelled "Annihilator Mk. V" and "Juggernaut", and look elsewhere. Mix with fully armed cruisers labelled "Utility ship" and "Fleet Tender".
Bait labelled "Barney", "Pikachu" or "N'Sync". Who could resist the chance to waste 'em... ;-)
A medium transport, with fighter or satellite bay(s) for a nasty surprise if somebody thinks it's easy prey.
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-- The thing that goes bump in the night
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August 29th, 2000, 07:06 PM
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Private
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Re: Ship roles (division of labor)
I absolutely LOVE those ideas, Taqwus... To ensure it will work more than once, you can just create a new ship class by copying a previous bait, wich costs 0 and allows you to confuse even more... ;-)
It really is evil, though...
But I like it...
"Not MY fault, they just had to learn to avoid my "colony" ships and transports. ;-))
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August 29th, 2000, 08:00 PM
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General
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Re: Ship roles (division of labor)
quote: Originally posted by Taqwus:
Hrm. An evil idea (for multiplayer only, methinks -- versus folks who don't carefully examine every opposing ship) --
'Trojan Horse' / deceptive ships, such as...
Colony ships, loaded with troops instead of colonists; perhaps have a few in systems belonging to a mark^H^H^H^Hally.
Cruiser colony ships, so that folks see a small stack of cruisers labelled "Annihilator Mk. V" and "Juggernaut", and look elsewhere. Mix with fully armed cruisers labelled "Utility ship" and "Fleet Tender".
Bait labelled "Barney", "Pikachu" or "N'Sync". Who could resist the chance to waste 'em... ;-)
A medium transport, with fighter or satellite bay(s) for a nasty surprise if somebody thinks it's easy prey.
These are pretty amusing, but I gotta wonder why a medium transport with fighter or sat bays would be a "surprise"... isn't this the best class for using units with? ALL my mine layers, sat layers, and even fighter transport (when I use fighters which isn't often) is done with the medium transport. The large transport is probably as good a carrier as the specific carrier class if you don't mind the reduced speed.
Now, labeling your sat layer "Population Transport" and setting it in harms way, stuffed with your best satellites or fighters, might be a cool trick but the class alone is not any reason to believe it's harmless to my mind.
I really like the idea to use colony ships as troop transports, though. Will definitely remember that one.
Say, do you suppose their ought to be "troop bays" required to drop troops on a planet? As it is now, any old transport can act as an assault ship...
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August 29th, 2000, 08:59 PM
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Private
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Join Date: Aug 2000
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Re: Ship roles (division of labor)
I prefer to have a single cargo compartment... Even if transporting population in them is a bit pushy, it is so much simpler taht way... Besides, a container is a container, wether it holds people&LifeSupport, or guns, or Fighters, or etc.
It is logical that any ship capable of landing on a planet can act as a troop-dropping hauler, but not as efficiently... The same goes for Transports who launch fighters, they should not be as (more?) efficient that dedicated carriers...
(What is even stranger is that a single troop-loaded ship could capture a planet by itself...;-)
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