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  #1  
Old March 12th, 2001, 10:21 PM

Lizard Lizard is offline
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Default Some newbie thoughts...

OK, a few Newbie thoughts...

a)Damn, this game is addictive.

b)Is it just me, or are fighters WAY too powerful? I had an unhappy encouter with some blue-skinned religious nuts to my south. Despite my gifts and overtures of peace, they launched attacks on my colonies. My first battles with them, I got creamed -- they had Capital Ship Missiles 4 and 5, and my ships were particle-cannon heavy -- I couldn't close before I was decimated. Mining the wormholes gave me some breathing room. I also found out that while my carriers were shredded by his missiles, the fighters they launched could destory his ships utterly, if they could close to firing range -- he had no anti-fighter weapons at all. Over time, I developed point-defense weapons and improved my fleet design. I started winning most battles, then pushed forward, and am now carrying the battle to my foe! Woohoo! My question, though, is why the AI didn't do what I did --- adapt to the enemies tactics. He used missiles;I researched point defense. I used mines, but he never developed minesweepers -- he kept throwing his ships at the wormhole until the mines were gone. (I spent a lot of time re-mining the wormholes)

BTW, do you even NEED carriers? It seems fighters can travel just fine on their own. I send out fighter Groups to meet whatever ships come through the wormhole and devestate them nicely. Is this a bug? Are fighters supposed to be independant?

In the inevitable 'features I'd like' department -- firing arcs to make tactical combat more intricate, and the ability to save ship designs to a file -- it would be nice to develop a standard 'fleet' and reload them as the tech becomes available. (If this feature exists already, I apologize, but the interface is pretty, uhm, complex and I know I haven't seen it all)

Lastly, is there any such thing as 'formation -- none' in tactical mode? Every time I move one ship, the rest do this silly little dance and screw up my tactics...
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Old March 12th, 2001, 10:30 PM
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Seawolf Seawolf is offline
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Default Re: Some newbie thoughts...

Lizard,

1 forget firing arc that is too tactiacl and the computer could nto handle it.

2 Formation none in tatical there is an option button. Click on it and a menu will show up with like 9 options. One of them is to clear formations. Do that and each ship will move alone and not as part of a formation. Also if you move the formation leader Last then no one else will have any movement points to move.

3 Fighters are not too powerful you just have to defend against it.

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Old March 12th, 2001, 10:31 PM
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Default Re: Some newbie thoughts...

On fighters, well, they can't traverse warp points by themselves -- to do so, you need a carrier. They also can run out of supply fairly quickly without support... and I don't like using them for long-distance offense because they die QUICKLY against PDCs, and replacing them in enemy space is a bear (either stop to build *slowly* with spaceyard ships, or do carrier chaining); I prefer building advanced, self-sufficient fleets that can wreak as much havoc as need be without ever needing to return to port. As for the AI not adapting, well, it's scripted in many aspects, such as ship design and research... which isn't surprising given that Malfador isn't exactly a huge company employing dozens of AI specialists, which might still be insufficient for such a *customizable* game due to the extreme number of degrees of freedom. And on formations... ISTR that there's a command to 'clear assignments' or 'clear orders' in tactical mode, which basically removes every ship from formation.

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Old March 12th, 2001, 10:40 PM

Lizard Lizard is offline
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Default Re: Some newbie thoughts...

Thanks for the info re:fighters. In the battle I was involved in (It's still pretty early in the game, I just researched Cruisers, for example), I was mostly defending one world near a wormhole, so it was easy to use 'supportless' fighters. I can see where it would be problematic later on. Fortunately, my new 'All PD' ship seems to be doing a good job of protecting my carriers and attack ships, so they can close to fight. Next -- trying to board and capture.

Other question:How useful are the 'exotic' weapons (weapon&engine damage)? Is it useful to build ships which use them, or should I stick to bigger guns and missiles?
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Old March 12th, 2001, 11:11 PM
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Default Re: Some newbie thoughts...

In the beginning of the game, fighters are INCREDIBLY powerful--especially if you mass produce them at all your colonies. IMHO, one of the best things about fighters is the fact that they don't affect your score or your maintenance costs. So, you can put a couple hundred of them at every wormhole leading into your empire. The early game equivalent of ships would make you MEE *WAY* too early plus the maint costs might strangle your empire.

This is a very minor note. But you don't need to use a carrier to send fighters through wormholes. Transports work just as well. (Or, minesweepers, or satellite layers). Of course, you can't attack a planet with fighters in a transport. But if you can capture or destroy/recolonize one planet in a system. Then, you can transport in fighters and transfer 1000 fighters per turn between your transport(s) / the planet and then launch them back into space. Once you have a sizeable group in space, you can send them to attack the planets.

Before the AI researches Point Defense cannons, your fighters are better off in small Groups so one weapon shot doesn't kill three or four of them. But once the AI has lots of point defense, I think you are better off sending them in very large Groups. Two Groups of 90 fighters launched from a planet can be quite devastating against a heavily defended planet with PD V's whereas you would lose them all if you launched them from a pair of light carriers.
(Of course, this tactic requires tons of micro management and is pretty tedious vs. just using ships.)
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Old March 12th, 2001, 11:42 PM

Nitram Draw Nitram Draw is offline
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Default Re: Some newbie thoughts...

One thing you have to watch out for with fighters, mines and satellites is the maximum number of units in space limit. Be careful you don't deploy so much in your safer systems that you can't deploy in the ones under attack. The default is now 1000 units in space, I think. Fighters and mines can eat this up in a hurry.
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