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  #11  
Old September 30th, 2003, 03:21 AM
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Default Re: Help a N00b with Space Bases

As mentioned, bases are good for a number of reasons. As to what weapons etc to use, it would depend on where they are deployed. Example, if you use them for a wormhole defense then some good powerful short range weapons with some longer ones mixed in, torpedos are good for the quick hit. Over a planet, they you might want to consider missles and longer ranged weapons. Use these in conjunction with Sats (pds etc) and they can cause some heavy losses especially on wormholes.

In addition, as you expand your empire, you will find that you outrace your space yard production and it takes longer to get from way back to the front. Build space yard bases over foreward planets or a system behind and you keep you builds coming faster, in this case you mothball your backyard ones until/unless they are needed. I usually take 1-3 planets per system and build 3-5 spaceyard bases over them. This gives me the capacity to build lots of ships and get them to the front quicker.

They give you more building power/production then if you only use planet bound ship yards.

Weapon mix again depends on what you want to accomplish and the type of racial trait/s you've taken. best way is to experiment until you find what you like. Remember tho, each game is different and therefore you may have to change your base makeup each game again depending on what trait/s you took and who your are fighting in the game.... enjoy

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  #12  
Old September 30th, 2003, 07:01 AM
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Default Re: Help a N00b with Space Bases

someone else to welcome to the forums!

hi, welcome to the forums! according to a
recent unbiased poll, i'm the craziest person here!

[ September 30, 2003, 06:02: Message edited by: narf poit chez BOOM ]
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  #13  
Old September 30th, 2003, 07:58 PM

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Default Re: Help a N00b with Space Bases

Quote:
Originally posted by Loser:
When I first started playing I shunned the Ship Yard component because it was so much slower than the Facility. But once you have five or six of those babies going at once you see their value. Then you get twenty-three of them going, cracking out hollow, basic hulls and retroseries those into a war fleet with your seventeen Repair Bases.
What exactly is the advantage to this, as opposed to building completed ships??

Asmodean
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  #14  
Old September 30th, 2003, 08:05 PM
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Default Re: Help a N00b with Space Bases

Quote:
Originally posted by Asmodean:
quote:
Originally posted by Loser:
When I first started playing I shunned the Ship Yard component because it was so much slower than the Facility. But once you have five or six of those babies going at once you see their value. Then you get twenty-three of them going, cracking out hollow, basic hulls and retroseries those into a war fleet with your seventeen Repair Bases.
What exactly is the advantage to this, as opposed to building completed ships??

Asmodean

Might I direct you to this web page, it links to a lot of common questions.
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  #15  
Old September 30th, 2003, 08:12 PM
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Default Re: Help a N00b with Space Bases

Quote:
Originally posted by Asmodean:
quote:
Originally posted by Loser:
When I first started playing I shunned the Ship Yard component because it was so much slower than the Facility. But once you have five or six of those babies going at once you see their value. Then you get twenty-three of them going, cracking out hollow, basic hulls and retroseries those into a war fleet with your seventeen Repair Bases.
What exactly is the advantage to this, as opposed to building completed ships??

Asmodean

Let's say you can build two ships. A weak ship with DUC weaponry and another one with, ten Wave Motion Guns. The first one could cost 4,010 minerals, and the second one 6,001 minerals. You would need 4 turns to build the first one, and 6 turns to build the second one with a spaceyard whose rate is 1000/1000/1000

If you build the first one and then retrofit it into the second one, you will need five turns if you have a fleet of Repair Bases. On the other hand, without retrofitting, you will need six turns. But it isn't that faster there.

You could use several retroseries to build a ship much faster, the first one with only standard components, the second one with more components and the Last one completely functionnal. Here, you would need only four turns. Retrofitting is useful when the ship is rather long to build, say a Stellar Manipulaiton ship, but quite expensive. (And the other asset of retrofitting is when you have to face an emergency, but that's another story)

Some tend to use retrofitting when building fleets, they should be able to give more and better reasons to explain their choices. However, retrofitting can be time consumming, when you are using ships needing several retrofittings, and when a hundred of theses are involved. I hope you are patient enough then.

All the above is true for Simultaneous games. In turn-based games, retrofitting is unlimited, meaning you could transform the most basic ship into a ship featuring all Stellar Manipulation components, if you had enough resources, in a single turn. But I would believe that is overpowered.
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  #16  
Old September 30th, 2003, 09:06 PM

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Default Re: Help a N00b with Space Bases

i do not like retro as it is too much micro management.

Old ships make good targets And with having the extra space yards just build more ships and waste your coin that way. P.S. if your going to retro mothball them first at a location with a resupply.

And I take 52% repair rate anyways to Retro will kill me.

Quote:
believe he referred to that part:

quote:
--------------------------------------------------------------------------------
Originally posted by tesco samoa:
bases are great for building ships and units as well.

a 500 kt base can hold 1 space yard, command and then there is 50kt left over for a missle or a sat launcher or mine layer and a cargo.

--------------------------------------------------------------------------------

I would believe such bases are over planets, except if you are willing to put them in danger over warp points. And in the early game, you cannot put a Space Yard on a ship, until you have Cruiser technology.
Yes at the beginning they are over planets as you will not have a 500kt ship for quite a few turns.

And I feel it is better to build the complete package instead of the guts then the fluff.

Upgrades I would think of doing is upgrading the duc IV to V or point defence.

Thats about it.
But this is all do to time factors. I play a few pbw games so I do not have the time to go around and select many ships and upgrade them.

Now if there was a upgrade all ships then yea i would do it.
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  #17  
Old September 30th, 2003, 09:19 PM
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Default Re: Help a N00b with Space Bases

I don't do much retrofitting either. I usually have enough problem with managing all my units and diplomacy in some games to bother with optimised retrofitting.

The only circumstances where I do retrofitting is during emergencies, or a ship here and there. If some of my ships are simply too old, just throw them away against the enemy, it will also make him a bit more confident. That is, if you do want to get rid of these ships.
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