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February 5th, 2002, 12:13 AM
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Shrapnel Fanatic
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Re: newby\'s guide to ship and fleet strategy
Wardad:
Breaking formation works best in strategic combat. It eliminates the possibility for ships to fly out of firing range just to stay in formation. By breaking formation, all of your ships will get as close as possible (given thier movement strategy), giving you more shots per turn. This increases your chance to win. All else being equal, the fleet that stays in formation has a much greater chance of losing than the fleet that breaks formation.
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February 5th, 2002, 12:42 AM
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General
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Re: newby\'s guide to ship and fleet strategy
Ship Size:
I stay 2 hull sizes behind the AI. Experience has shown me 3 Frigates will out fight 2 AI Light Crusiers in Tactical Combat. When not needed in a fleet, they make good blockade ships and scouts.
I’ll do the cost analysis tonight. There may be diminishing returns depending on your play style.
Sounds good.
I personally like to stay even or ahead of computer ai's Since if you get used to being behind them in research and building then your chewed when it comes to pbem games
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February 5th, 2002, 01:55 AM
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BANNED USER
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Re: newby\'s guide to ship and fleet strategy
I sould modfy what I said:
I stay behind in Hull size, I always go for a lead in Reasearch.
WarDad is correct as well. When the AI gets to DN I go to Battle Crusier.
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February 5th, 2002, 03:15 AM
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Re: newby\'s guide to ship and fleet strategy
BC's are good for scout fleets and for support ships.
Scout fleet consists of 1 scanner ship/pd ship
2 mine sweepers
1 repair/pd ship
4 pd ships
12 df ships
Built for speed and to hunt unarmed ships or damaged ships, destroy undefended planets and scout
But were talking 4th rate of the line ships
I usually have 4 of these puppies supporting a mid size fleet of 50 ships.
And 2 of the mid size fleets support a large fleet of 100 + ships
So your talking 11 fleets to take control of an area.
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old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
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 5th, 2002, 03:14 PM
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Re: newby\'s guide to ship and fleet strategy
Frigate vs Decoy Cargo
Both Ships: Bridge, Life Support, Crew Quarters
Frigate:
SPEED - 6
DUC V - 3
Decoy Cargo (Small Size):
SPEED - 5
DUC V - 2
Cargo Holds - 8
Results:
Stratigic Combat - 70% Win for Frigate
Tatctical (on auto) - 50/50 (seemed to depend on who scored first hit)
Notes:
In all cases the "victor" was severly damaged
Ships (on auto), fought at point blank range)
The both ships set to ram if out of weapons. The setting seemed to even the odds in tactical)
My Thoughts:
I think less powerful weapons would have been to the Decoys advantage.
The Decoy is good if you want a ship to draw fire, have it available for troop or population movement.
Are willing to pay the extra $1000 mineral cost to build and the exttra maintenance per turn.
Dicey at best
Enjoy
[ 05 February 2002: Message edited by: Gryphin ]
[ 05 February 2002: Message edited by: Gryphin ]
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February 12th, 2002, 02:47 AM
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Re: newby\'s guide to ship and fleet strategy
Decoy Transports Revisted
I played close to 100 turns with the Decoy Transports decribed below. They proved to be useless except as troop and population transports.
There are two down sides to the armed transport:
They cost more
There is a chance at 1:00 in the morning you will move the ship up to an undefended planet and click on the planet. That will cause the Transport to fire on the planet and kill off population.
The best troop transport design for my style of play is:
Build at least two per race you are at war with
Build them on a Destroyer hull
Make them as fast as the rest of the fleet
Try to research Cargo to increase the troop capacity.
Two fully loaded "DD Troop" ships should be enough to capture and occupiy the planets of at least 3, and possilbly more solar systems.
The first chance I get, I will build a pair Speed 12 Troop ships to move troops and population from inner colonies to the front lines.
Just my style, I hope Tig is making notes.
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February 11th, 2002, 07:09 PM
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Brigadier General
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Re: newby\'s guide to ship and fleet strategy
I use something similiar to TS, I also love the BCs, They're like the old sailing frigates of yesteryear, strong enough to do some damage, but fast enough to outrun anything bigger.
I usually make up raiding fleets made up of cloaked BCs. Make up is usually 5-10. 3 with heavy (by heavy I meant maxed out mounts) type beam weapons, 2 loaded with missles for planet bashing, 2 strictly pds for aa fire, the rest with various combos depending if/what advance trait I take. Use them for raiding behind the lines, glazing weaker planets, picking off single or small enemy fleets, causes your opponet to build or send fleets to either protect their systems or for search and destroy taking them out of the main line. The number of raider fleets depends on strategic situation.
I also use Torpedos (in fact like them better then msls) and always put some on my killer ships
just some ideas mac
[ 11 February 2002: Message edited by: mac5732 ]
[ 11 February 2002: Message edited by: mac5732 ]
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just some ideas Mac
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