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February 27th, 2002, 02:40 AM
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Re: newby\'s guide to ship and fleet strategy
All you guys are missing the boat on this one.
Killer strategy for ship design:
Escort. As much beam firepower as you can fit. For instance, early game get an escort with:
x3 engines
x3 cannons
If you give a significant bonus to research in your racial points, you will literally have upgradeded cannon tech in one turn. What I did was give a sigificant bonus to research and a huge bonus to lower maintenence. You have to be smart to work the game system, foklks. And I made my people hard workers.
Step two, build a space yard base or two (with my stats it took one turn for each one) and start pumping these escorts out ( I call them Assault) with emergency build. Once you have 12-15 of these, build 4-6 supply ships. Once you're done with that, you will have several upgraded levels of cannons. Retrofit.
There you go, a force that cream anything in battle at this stage of the game. You don't even have to run tactical combat, the firepower is so overwhelming none of yoru ships is in danger of really dying.
Once you get repair bays, send these ships along with the fleet to give them staying power. You will defeat any player, AI or human this way.
After twenty or so turns of a game, how are you supposed to defend againt an enemy that shows up to combat with 45 advanced guns? In ONE combat turn with several of such assault vessels hammering a frigate it will be killed or near-dead. Even a cruiser will be severaly damaged in ONE turn, in which it only manages to severally damage or kill one of your many ships. Of course, the next turn it has a only a few guns left so it's effectiveness is basically nill. In the twenty or so turns it took to build this fleet, you would NEVER EVER be able to build a fleet of larger ships that have the same level of firepower and overal effectiveness.
Too many people bother with nonsense that doesn't matter, like armor, sheilds, engines, etc. Guys get with the program. THIS is the ultimate forumla for ship design:
0. ESCORT full size
1. MINIMUM crew facilities
2. Three engines
3. Three rail guns
4. ECM (when you're advanced enough to fit it)
5. Point-defenses (when your're advanced enough to fit it)
You might ask why ECM and PD and not another gun. That's because they actually make a difference. Avoiding being hit makes yoru fleet overall more effective overall, AND you have to have space for PD, which is extremely important to have once the enemy starts going wild on missiles. A swarm of assault vessels with PDs will massacre to death ANY missiles or fighters.
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February 26th, 2002, 03:25 PM
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Re: newby\'s guide to ship and fleet strategy
GUTB, I'll try that. In general I find "Finesse, not Force" will carry the day, but that is more against humans. The AI in Stratiec mode may not appricate finess. An interesting almost disturbing thought.
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February 26th, 2002, 03:43 PM
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Re: newby\'s guide to ship and fleet strategy
GUTB, good design but are you missing the point on this? even my inexperience at this game shows that there is no right or wrong method of ship design.
Your design will work fine against the AI but apologies if I say it doesn't take rocket science to design a mean close assault vessel or something the AI finds hard to handle.
You will have problems against human players with this design. Sure, your ships will be unpleasant in a furball but I can already think of quite a few ways I would give any fleet of these ships a nasty surprise
I am playing a hot seat game against my friend Khanuk. He developed and built a very similar design of gunboat based on an escort hull. True, the first few battles were horrible from my point of view as 40 or 50 of these gunboats bLasted my fleets apart but then, massed fighter strikes, long range weapons fire, mines, swamping attacks, hit and run attacks, APB armed and heavily armoured battlecruisers etc blew him away and then some
the point of this game is that no design is perfect and nearly everything has a counter. Think of it as a game of scissors, paper, stone
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February 26th, 2002, 06:51 PM
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Re: newby\'s guide to ship and fleet strategy
Hey GUTB what is your starting point for your system.
Are we talking 3 planets mid tech high resources etc...
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Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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February 26th, 2002, 07:46 PM
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Re: newby\'s guide to ship and fleet strategy
"After twenty or so turns of a game, how are you supposed to defend againt an enemy that shows up to combat with 45 advanced guns?"
DUCs are hardly "advanced guns"
And I'd say a buffer zone of weapons platforms, fighters, and/or mines would do the trick. You'd taking a long time to build this force- which means that the begining units will be obselte by the time you attack. Plus they don't seem to have any combat sensors, ECM, or defenses.. which means any ship that DOES have those is going to cream them. I once had a ship that killed twenty AI ships with no damage to itself.. all because the AI ships had no combat sensors or ECM.
EDIT: Oh yeah, how are you paying for this again?
Phoenix-D
[ 26 February 2002: Message edited by: Phoenix-D ]
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February 26th, 2002, 09:33 PM
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Re: newby\'s guide to ship and fleet strategy
If you place a single "normal" weapon on your PDC ship then it will stay in the thick of battle instead of hiding in the corner waiting for missiles to be launched. It makes them *much* more effective. In the later techs, I found a nice combination for a PDC ship is: a whole bunch of PDC followed by 2 warp-weapons. You need 2 warp-weapons since they have a rate-of-fire of 2. The warp-weapons keep them with your main fleet since they will want to use them on the enemy ships. But where it is really cool is if there is a large fighter stack, the PDC will chop it down and when it runs out, then warp-weapon will zap the fighter stack across the screen again.
quote: Originally posted by Gryphin:
As much as I like "specialty" ships like an "Aegis" PDC Crusier, I have taken to putting 3 or more PDC on most front line ships. If I am in a two front war and one race does not use suitable targets for a PDC, I create an apropriate Front Line Ship for that front. I don't like it, but to hard code a suitable behavior for this situation would probably cost too much.
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February 26th, 2002, 09:38 PM
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Re: newby\'s guide to ship and fleet strategy
Bman,
Slick idea. Great, now I have to study up on warp weapons. * sigh * another tech tree to learn.
Thanks for the idea.
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