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April 18th, 2003, 02:58 AM
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Captain
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Re: Some Questions About Warp Assaults
I'll just answer a few of these.
Originally posted by SamuraiProgrammer:
Is this normally how games are decided?
I would say no. I think most games are decided by planet losses.
Is there such a thing as having too many ships in an offensive against a warp point?
Not really, but unlucky ship placement can kill you.
Is there a way to decide what ships to enter first (such as ones with better shields, etc.)?
Sorry no, they all enter at once. Only your fleet leader do you have any kind of control over.
Are there any 'secret knocks' to opening a warp point?
See the current thread "Warp point opening technology -- How?"
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April 18th, 2003, 03:05 AM
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Lieutenant General
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Re: Some Questions About Warp Assaults
Quote:
Originally posted by SamuraiProgrammer:
Are there any 'secret knocks' to opening a warp point?
Thanks in advance...
(Congrats Pious Ron)
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Yes. Use SBMHAWKs en mass !
Sorry, read too much Weber' books 
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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April 18th, 2003, 05:21 AM
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Sergeant
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Re: Some Questions About Warp Assaults
Quote:
Originally posted by SamuraiProgrammer:
Is there a way to decide what ships to enter first (such as ones with better shields, etc.)?
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Find a formation that you like and then number all of the ships in the fleet (1, 2, 3, etc.). They should fall into formation in that order since they are aranged alphanumerically. I think. I always have my fleets break formation, so I'm a little rusty on the subject, but I did some experimentation back in the day and that seemed to be the pattern.
In any case it should be good for some experimentation.
If you try it out be sure to post the results.
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April 18th, 2003, 07:11 AM
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Colonel
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Re: Some Questions About Warp Assaults
"Is it a bad idea to use carriers?"
IMHO yes. Even as defender carriers will need time to launch their fighters and because the combat starts at close range they may be destroyed before most of the fighters are lauched. However fighters themselves are great to defend a warp point.
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April 18th, 2003, 12:26 PM
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Lieutenant Colonel
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Re: Some Questions About Warp Assaults
Quote:
Originally posted by SamuraiProgrammer:
Is there such a thing as having too many ships in an offensive against a warp point?
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No. Especially if the defender has Crew Converters. I found this out the hard way. 
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April 19th, 2003, 01:41 AM
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First Lieutenant
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Re: Some Questions About Warp Assaults
Here's something I've had success with;
Design a DN with 20 shield generators, some PDC's, ECM, Stealth and Scattering Armor, and one cheap weapon. Add a few of these to your fleet. They'll get pounded and possibly destroyed but the bulk of your fleet should survive that first volly and be able to return fire. This plays on how the game figures out what the "strongest" ship is and how the strategies are set up. It's not foolproof but it does shift the odds a little.
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April 18th, 2003, 06:04 PM
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Re: Some Questions About Warp Assaults
Posted by QuarianRex
Quote:
...then number all of the ships in the fleet...
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How do I number my ships? I haven't figured out a way to do this. Or do you mean just change the name of each ship?
I do believe the game will number the ships and place them according to the formation numbers, but I haven't figured out the game's system for numbering ships and if I did, what could I do about it?
In formations.txt, you can select particular design types to fit in different formation slots. For instance attack ships in front, carriers in the rear, capture ships on the wings. Last time I tried this it didn't work. The game places the ships according to its own plan so you best grin and bear it.
In my experience, at a warp point, it is impossible to tell in advance the positioning of the defenders ships or the orientation of your formation so random positioning may be just as effective as a carefully thought out formation.
[ April 18, 2003, 17:08: Message edited by: Grandpa Kim ]
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