SkulkrinBait
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Haxx0rs == Suxx0rs! v4
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Post by SkulkrinBait on Jun 22, 2006 10:23:45 GMT
Spying is going to be even more crucial then. If you have an enemy fleet of 100 Dragons you can engage it with Bullets and they can't fire back! Seems a bit stupid to me, like a very complex game of paper/scissor/stone.
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Perun
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Post by Perun on Jun 22, 2006 10:43:31 GMT
Firing order - which ships move before others.
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Harlequin
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Post by Harlequin on Jun 22, 2006 11:11:50 GMT
So, to recap then. It seems that intelligence is extremely important. You need to find out the "mix" of ships coming your/our way and then look at what you've got and modify the strategy accordingly. More than ever then, we must :
a) experiment with the battle simulator, when released b) continue to talk to one another as we will need to amalgamate our forces based on the incoming fleets
I'm glad we're putting our collective minds to this....
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Natmus
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Post by Natmus on Jun 22, 2006 15:49:53 GMT
Notice that the only fighter capable of targeting destroyer class ships is the FI.6 - Cobra.
I had skipped researching this one until now, but to have the option of hitting all kind of attackers I think I need a score or so of these too.
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SkulkrinBait
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Post by SkulkrinBait on Jun 22, 2006 15:54:45 GMT
It seems to me the best strategy is going to be having a small amount of each ship with perhaps a few more of the "better value" ones like Bullets etc.
Guardian Space Stations are going to be very useful as they target all warships.
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Post by Orvindor on Jun 22, 2006 17:18:56 GMT
Guardian Space Stations are going to be very useful as they target all warships. Yes, well, if you look at their reqs, I think they're going to be the last thing we build...
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Matija
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Post by Matija on Jun 23, 2006 8:13:44 GMT
Oh, I wasn't referring to your example, since it's a bad example. The only way to enter a fight is for your force to be at least twice as strong as your opponent's.
But a very important thing that seems to be overlooked so far is firing order - if I understand it correctly, the ships with better firing order will fire sooner, and that might be crucial.
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Perun
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Post by Perun on Jun 23, 2006 8:26:41 GMT
There's no "better" firing order - you decide about it in your strategies.
There is a default firing order, if that's what you meant.
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Matija
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Post by Matija on Jun 23, 2006 8:36:56 GMT
I did not realise it's adjustable.
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soiram
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Post by soiram on Jun 23, 2006 13:53:59 GMT
It seems a real pain to do so though, as you can't change a ship's FO to a number that already exists. So if you try and change Adder's FO to 1 you get a message "Firing order 01 assigned to FI.7 - Shadow has already been assigned!". So if you want to rearange a lot of FOs it couild become a bit tedious.
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Post by Orvindor on Jun 23, 2006 17:40:04 GMT
On a separate note I strongly suggest building up to Landing Pads and shipping the resources necessary to build one (2250 Silica 1865 Aluminium 100 Steel 350 Titanium 150 Kalamite ) with the Genesis, when going for a new colony, especially if the planet has strongly negative modifiers in silica or aluminium, since it will otherwise take ages to start it off. That way you can keep shipping whatever is necessary.
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Matija
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Post by Matija on Jun 29, 2006 11:05:24 GMT
Igor, I notice you didn't include weapon costs in your table, just the hull. Could you possibly make that table with weapon resource costs added? It would be also handy for deciding on production based on minerals available.
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Perun
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Post by Perun on Jun 29, 2006 14:51:09 GMT
I DID include both hull AND weapons costs. I might have made some mistake somewhere, though. What's the error?
"rsrc/ship" is a sum of "weap rsrc" and "shp rsrc"!
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Matija
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Post by Matija on Jun 30, 2006 9:01:45 GMT
The resource breakdown seems to be only for hulls (Si, Al, Fe, etc. columns).
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SkulkrinBait
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Post by SkulkrinBait on Jun 30, 2006 10:52:33 GMT
Do you think it is better to have loads of small ships ie fighters or a few big ones such as Flagships etc?
I'm hoarding Kalamite crystals now and might start buying big ships if that's the way to go.
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