|
|
|
|
|
September 1st, 2002, 11:05 PM
|
|
Brigadier General
|
|
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Defending Planets
Quote:
Originally posted by Undertakr:
...The game makes a check FIRST (there's the bug) to make sure there aren't 100 mines, which there isn't, there's 99, so it launches all that are in your cargo. Now you have 169 mines above your planet...
|
That has been fixed in 1.78.
Rollo
|
September 1st, 2002, 11:22 PM
|
Private
|
|
Join Date: Jan 2002
Location: Ventura, Ca
Posts: 30
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Defending Planets
Well, with that fixed, mines are even less useful now because I know that if my sweeper can sweep 100, no minefield can hurt me. Glad to know it's fixed though. Thanks for the info. I haven't had a chance to upgrade yet.
- takr
|
September 2nd, 2002, 01:15 AM
|
First Lieutenant
|
|
Join Date: Dec 2001
Location: SE Pennsylvania
Posts: 722
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Defending Planets
I use satellites in the later parts of a game. As stated, mines become ineffective due to increased sweeping. Satellites however are harder to bypass especially if properly used.
And satellites are reusable.
Especially effective are satellites placed at a recieving warppoint. (one that ships jump to.)
And satellites can be built on ANY planet. As long as I can afford the minerals, I use any tiny/small or domed planet to churn out satellites and fighters. Put them in orbit for the future - once built they cost NOTHING. Any fleet that hits one of my back systems will encounter many satellites and massive fighter swarms!
__________________
Gaze upon Taz-in-Space and TREMBLE!
<img src=http://imagemodserver.mine.nu/other/MM/SE4/warning_labels/inuse/taz.jpg alt= - /]
WARNING: Always count fingers after feeding the Tazmanian Devil!
|
September 2nd, 2002, 01:22 AM
|
|
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Defending Planets
A few sattelites and a couple weapons platforms are also useful early game defensive preparations. They won't stop a bonified assault fleet, but they will keep the enemy from getting any easy victories. And they can be thrown up in a couple of turns and then fogotten because they don't cost any maint.
Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|
September 2nd, 2002, 03:15 AM
|
|
Corporal
|
|
Join Date: Aug 2002
Posts: 121
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Defending Planets
Fighters and escorts are real good...
Why ecorts?
There cheap. Dont get hit much when against Base's and Dread's. about 15 of them armed with Class 3 or so CS Missiles are real good
|
September 2nd, 2002, 05:09 PM
|
|
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
|
September 2nd, 2002, 05:14 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
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.
__________________
Things you want:
|
September 3rd, 2002, 11:18 AM
|
|
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
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
|
September 4th, 2002, 01:40 AM
|
|
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.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|