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June 13th, 2001, 07:42 PM
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Re: 5 Carriers versus 2 Starbases
It would be a really good idea to repair the glowing wreckage of warp point battle in one turn. For this a repair base would be very nice. Here is the design I plan to use - number of the component to include, name, size, damage, cost in minerals/ organics/ radioactives, then total size/ damage/ costs.
1 - Starbase hull when selected 2500/0/0
1 - Master Computer III 20/20 4000/1000/1000 same
1 - ECM III 10/10 400/0/0 same
1 - Scattering Armor III 50/150 500/0/100 same
6 - Stealth Armor III 30/100 700/0/200 - 180/600 4200/0/1200
8 - Phased Shield Generator V 40/40 800/0/0 - 320/320 6400/0/0
9 - Shield Regenerator IV (not V) 20/20 850/0/260 180/180 7650/0/2340
The same as the fighter base except no fighter bays and more cargo bays.
Total non repair 760/1280 25650/1000/4640
1 - Space Yard III 400/200 4000/0/500 same
8 - Repair Bay III 150/150 300/0/10 1200/1200 2400/0/80
7 - Cargo Bay III 20/20 200/0/0 140/140 1400/0/0
Total repair components 1740/1540 7800/0/580 repairs 8+64 and 1750 cargo
Grand total 42 components at 2500/2820 33450/1000/5220
Ratio nonrepair to repair 0.43/0.83 - 3.2/all/8.0
With a yard on, you can build more bases. The cargo bays are useful filler.
Shields are 3000 and regenerate 180 per combat turn.
IMPORTANT - against the AI, do NOT put a single weapon on this base (or the fighter base either). If you omit weapons, then the attacking fleet will break its teeth on the fighters and the ripper beam bases first until they have no weapons. Of course if you were playing a human, his first priority would probably be to blow your repair base to rubble.....
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June 13th, 2001, 08:13 PM
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Re: 5 Carriers versus 2 Starbases
I just checked with a high tech game. You can put an EPP on the base. You can pop it. But they took away all the buttons such as drop cargo remotely that were allowing bases to move. So Carriers DO make sense for invading enemy systems where you have no colony, but NOT for colony or warp point defense....
If you have plenty of units in space slots, you do not need bases, but I have 27 warp points in my home space boundaries. With 5000/27 = 185 slots minus mines there are not enough to keep significant numbers of fighters on the map.
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June 13th, 2001, 08:18 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: 5 Carriers versus 2 Starbases
Put a Sat with a high level sensor on the other side of the WP. Keep your fighters on the planets until you see someone coming then launch them.
Also, later in the game when the AI has a lot of minesweepers you may find that mines lose their effectiveness, you can replace the mines with fighters.
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June 13th, 2001, 08:34 PM
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Captain
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Join Date: Jun 2001
Location: Oh, I\'m out there
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Re: 5 Carriers versus 2 Starbases
What's the deal with fighters being luanched with no movement? That really kills the idea of using fighters for system wide defense, they should launch with movement equall to the object that launched them, or in the case of a base or planet, full movement.
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June 13th, 2001, 08:36 PM
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First Lieutenant
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Join Date: Jan 2001
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Re: 5 Carriers versus 2 Starbases
Fighters only have no movement the turn they are launched, your guess is as good as mine as to why. After that they can move normally.
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June 13th, 2001, 08:51 PM
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Second Lieutenant
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Join Date: Oct 2000
Location: Linköping, Östergötland, Sweden
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Re: 5 Carriers versus 2 Starbases
Could be because of simultaneous movement. In turnbased movement it would be possible to launch and move the fighters at once, but not with simultaneous movement as the fighters won't be there to be given move orders until the next turn. SO to keep things equal they can't move after launch in turnbased either.
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June 14th, 2001, 12:55 AM
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Lieutenant Colonel
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Join Date: Mar 2001
Location: Emeryville, CA
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Re: 5 Carriers versus 2 Starbases
Which is why you keep one fighter over a planet. Once you launch the rest, they have all their movement 
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