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March 22nd, 2002, 03:55 AM
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Re: In Review: Best Fleet Strategy
quote: Originally posted by Phoenix-D:
The main problem with the escort attack is they take too damn long to get to the target. That and even if you win, he can throw everything into a small transport and colony ship and OUTRUN you.
"When the Fleet Group Omega comes for you...all you can do is surrender."
Oh so wrong. Organic Armor I can be researched just as quickly as your ships, the defenders also have more time to build. Those ramming ships will tear your attack to shreads. BTW, ramming is NOT AFFECTED by ECM. I.e. you cannot dodge.
Phoenix-D
I like your dedication... TO LOSING!! Sure, you build an armada of ram-ships, but this is putting all your effort into NOT LOSING. So after you cheap-shot Fleet Group Omega, you can't do ANYTHING but wait for Fleet Group Orion to show up with -1 DUC and plus 3 engines so you will NOT be able to catch me.
*** I HAVE THE GUNS, I HAVE INNIATIVE SO I WIN!! ***
And looking at my strategy, I'm going to try something else out. Consider that you will NEVER EVER be able to hit me, do I really NEED more than one DUC? So let's check this out:
Crew/Life/Bridge ... 30t
x1 DUC ............. 30t
x1 PD .............. 20t
ECM ................ 10t
x6 engines ......... 60t
Total wieght ....... 150t
So my effective firepower is cut in half...but theoreticaly...SO WHAT! You STILL CANNOT HOPE TO HIT ME so what should it matter if I have to spend twice the number of turns crushing you? And then I get 6 movement (7 with propulsion expert) plus three movement in combat.
I will have to test this.
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March 22nd, 2002, 04:12 AM
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Re: In Review: Best Fleet Strategy
GUTB, you are quite entertaining, but seriously, you do realize that getting your defensive adjustment to 100% does not give make yoru ships invulnerable to direct fire weapons don't you?
Any attack modifiers for your opponent will be factored in as well. Yes, your opponent will probably miss more than you do, but he wont miss EVERY shot. And it won't take as many shots to disable your escorts as it will for your escorts to disable his ships.
If you can manage an very high numerical advantage in every battle, you will do ok, but your opponent is not likely to allow you to do that.
Geo
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March 22nd, 2002, 05:10 AM
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Re: In Review: Best Fleet Strategy
"So after you cheap-shot Fleet Group Omega, you can't do ANYTHING but wait for Fleet Group Orion to show up"
Except research, build more ram ships, etc.
I should remind you that the ram ships typiclly took out your DUC escorts without loosing more than 50% of their own. So I have have my fleet leftover, you have..none. If you do speed 6 it gets nastier, but you don't really have much of a chance to kill organic armor ships with that little firepower.
Phoenix-D
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I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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March 22nd, 2002, 05:35 AM
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Re: In Review: Best Fleet Strategy
Actually, the concept of 'Ubermensch' was developed by late 19th century philosopher Friedrich Nietzsche. He believed that the Christian view of the world, and it's morals, were almost explicitly designed to hold back any man that would lay claim to something greater than the usual goals people aspire to. In Nietzsche's view, Christianity thus was a religion of the weak, praising 'unnatural' actions such as presenting the other cheek. Following, one of his goals was the creation of a new set of morals, that would embrace the concept of the Ubermensch and encourage him to step forward. A perfect example of an Ubermensch such as Nietzsche sees him is Napoleon Bonaparte, who strived to conquer all of Europe ( not really an everyday goal eh : ) ). It must be said that his legacy has been perverted by the Nazi's, since Nietzsche based his concept of the Ubermensch on a person's qualities and achievements, not race or skin colour. Sorry bout the rant : )
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March 22nd, 2002, 05:55 AM
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Re: In Review: Best Fleet Strategy
quote: Originally posted by GUTB:
So my effective firepower is cut in half...but theoreticaly...SO WHAT! You STILL CANNOT HOPE TO HIT ME so what should it matter if I have to spend twice the number of turns crushing you? And then I get 6 movement (7 with propulsion expert) plus three movement in combat.
I will have to test this.
LOL, yes you will have to test it, and notice that you are getting hit. Oh noooo...
P.S. No one with speed 3 has the initiative.
[ 22 March 2002: Message edited by: PvK ]
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March 22nd, 2002, 06:17 AM
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Re: In Review: Best Fleet Strategy
GUTB Please post the first 25 to 30 turns of your game playing so we can see this in action. Right now only you believe in what your saying.... Just prove it to us. Solipsis come on over to the ramble thread and join in there.... (Bar and grill one ) Nice to meet you.
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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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March 22nd, 2002, 12:18 PM
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Re: In Review: Best Fleet Strategy
I think people have more or less covered the flaws in this. Glad its evolved from speed 3 dominate the sector though ... Scary to think how many mines a homeworld can be made in the time it takes that "uber-fleet" to travel from one system to the next.
Interesting I did try something somewhat simular although far more costly in the Last pbw game I played in. Was religious with obscene defence bonues and superior propulsion (racial pick)
Adding max ECM+race bonus+Stealh and Scattering+20 fleet experience did make my ships fairly unhittable at range 8 (I was using late tech anti protons) and of course the talisman made all of mine hit.
But ... I think some of their attacks did hit ... is there a 1% minimum chance?
Back to the Uber Fleet however ... surely its obvious that its easy to make more missile ships that 1 lousy pds a vessel will cope with (or even missile platforms come to that) ...
Ah well,
Btw ... anyone know whats up with PBW this morning ?
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