|
|
|
 |
|

November 20th, 2003, 12:10 PM
|
 |
General
|
|
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
|
|
Re: How to kick A$$ in Warp point combat.
|

November 20th, 2003, 09:30 PM
|
 |
Second Lieutenant
|
|
Join Date: Jul 2003
Location: Texas
Posts: 464
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: How to kick A$$ in Warp point combat.
If you send a cloaked ship in first, then send in your fleet at a later move or later turn, does this then give you a 50/50 shot?
Of course the defense need to not have detecting devices. This may even put the defense outside of range at first shot?
[ November 20, 2003, 20:28: Message edited by: Parasite ]
__________________
I thought of the sun as a big bright ball of something that produced an intense absence of darkness. Alan Dean Foster No More Crystal Tears
A++SeGdy$+-++Fr?C++++Cst+SfAi--Mm-MpTS---SsROPw++Fq++Nd++++RpG++Mm++Bb
|

November 21st, 2003, 12:02 AM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: How to kick A$$ in Warp point combat.
I think it probably would give you a 50/50 chance at first shot, if you can get a ship there before your attack fleet, which is not moving when the attack fleet arrives.
PvK
|

November 21st, 2003, 12:45 AM
|
 |
Major
|
|
Join Date: Jan 2003
Location: Oslo, Norway
Posts: 1,030
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: How to kick A$$ in Warp point combat.
Which is why the defender always should drop some mines on the warppoint. Bye bye to the cloacked ship 
__________________
Never trust a cop with rubber gloves.
|

November 22nd, 2003, 08:17 PM
|
Corporal
|
|
Join Date: Dec 2002
Location: Lithuania
Posts: 162
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: How to kick A$$ in Warp point combat.
And that's why attacker should send in a fleet of minesweepers on suicide mission. Bye bye to the nasty mines. 
|

November 22nd, 2003, 09:01 PM
|
 |
General
|
|
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
|
|
Re: How to kick A$$ in Warp point combat.
Quote:
Originally posted by BBegemott:
And that's why attacker should send in a fleet of minesweepers on suicide mission. Bye bye to the nasty mines.
|
And that's why any paranoiac player should have a minelayer with mines (duh) at any warp point likely to be attacked. Then your cloaked ship would still not make it to the warp point.
And if you are an even meaner player, you could build a special minelayer able to only launch two or four mines each turn, ordered to lay mines every turn. (Repeat order) Thus, even if you sent your cloaked scouts and the suicide minesweepers on the same turn, the scout will still get blowed. (Except if there is some oddity in the list used to determine the order of... orders)
|

November 24th, 2003, 07:25 AM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: How to kick A$$ in Warp point combat.
That doesn't help, though. If the cloaked ships have enough sweeping ability, then the actual attack fleet no doubt will, as well. The real defense is a device to see through the cloak.
PvK
|

November 24th, 2003, 05:55 PM
|
 |
Lieutenant General
|
|
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: How to kick A$$ in Warp point combat.
WP anecdot  :
I was attacking AI' warp point. I have a fleet of about 15 frigates and destroeyrs. WP was defended by 20+ satellites with missiles. My ships have 1 PDC per ship. I lost half the fleet but during replay I noticed that ships did't shoot as many missiles in the first salvo as I expected.  The reason - ships strategy included "don't fire on seekers". As you all know, this is a reasonable setting to keep missiles and torpedo ships to go forward after missiles during the reload phase (PDC will autofire on missiles in the range anyway). But, in the warp point batlle, my ships materialised next to satellites. Satellites (defenders) went first but my ships used all PDC to fire on satellites instead of missiles  I reset the strategy to make ships fire on missiles and replayed the turn. Now, I lost only one ship 
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
|

November 24th, 2003, 09:48 PM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: How to kick A$$ in Warp point combat.
Cheater!  People just don't let the AI get any breaks, do they?
PvK
|

November 25th, 2003, 01:00 AM
|
 |
Colonel
|
|
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: How to kick A$$ in Warp point combat.
In the times of SEIII I developed a tactic to avoid the WP combats: because the "retreat" was allowed, then, used a few ships as "decoy" with the startegy "optimal Firing range", and the others ships with the "don't get hurt" strategy (usually a sun destroyer, but could be a fleet too).
Then, the decoys gave time to the sun destroyer to retreat to an adjacent sector... and at the same turn blow up the star!
After this, the people started to surround the warp points with ships, and then, don't allow to the enemy ships to retreat (in SEIII a ship could not retreat to a sector where already exist an enemy ship).
[ November 24, 2003, 23:02: Message edited by: Master Belisarius ]
|
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
|
|
|
|
|