.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
The Star and the Crescent- Save $9.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old September 2nd, 2002, 05:09 PM

Mark the Merciful
Guest
 
Posts: n/a
Default Re: Defending Planets

The only real defense for your planets is your own fleet.

Mines can be a useful defense in the early game, and specialist warp-point defenses can help (satelites, bases, ship-capture and ram-ships). But in the end mobility (both strategic and tactical) is key.

All you can do, is keep the other guy honest. Make sure that you have enough mines and weapons platforms (or whatever) so that taking or glassing each planet requires a serious effort. What you'll never want to see is a handful of ships raiding "behind the lines" and blowing up loads of planets before you catch them.

Mark
Reply With Quote
  #2  
Old September 2nd, 2002, 05:14 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Defending Planets

"But in the end mobility (both strategic and tactical) is key."

Where would you draw the line in a QNP game?
You can have an unarmed destroyer with 20 MP, a slow, heavily armed gunboat destroyer, or anything in between.
Reply With Quote
  #3  
Old September 3rd, 2002, 11:18 AM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Defending Planets

One good place to draw the line is slightly above your opponent's speed. Being faster than the opponent gives a major advantage - being as fast as possible gives diminishing returns, especially because you cut other abilities to get that mobility. Also, if the line is set quite high, it may be worth cutting to a slower speed to gain ability. In QNP, especially for larger ships which take a lot to move, slow and strong ships are more appealing. For defensive ships too, they can be slower.

In Proportions, it may well be possible to build up a planet that is not worth attacking, in terms of the fleet casualties. One major cause of this is the very high capacities of non-domed colonies.

Even in the unmodded game, though (at least in Gold with drones and platform mounts), it is possible to build very powerful defensive planets that can stop an invasion fleet. But it's only possible to build a few such planets, and it comes at a large price which might be better spent elsewhere. On the other hand, being unpredictable is a major advantage in itself, and players usually don't expect to lose a large fleet to a planet.

PvK
Reply With Quote
  #4  
Old September 4th, 2002, 01:40 AM

Mark the Merciful
Guest
 
Posts: n/a
Default Re: Defending Planets

I've never played a QNP (or any other modded game) with other humans, so I don't know about this. But the kind of speed arms race that PvK implies might happen sounds amusing.

He goes to speed 7, I up it to 8, he goes to 9... Where do we stop?

But I suppose that was the original question.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:32 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.