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July 9th, 2003, 05:42 PM
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Captain
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Join Date: Mar 2002
Location: Santa Cruz, CA
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Re: Initial Research Priorities
Quote:
Originally posted by Arkcon:
quote: Originally posted by Imperator Fyron:
No engine overloading weapons? What, you do not like crippling ships with a single hit?
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They no longer skip shields, so they remain marginal at best. Even non-TDM AI's put some supply storage on, it was fun to leave ships dead in space, but that doesn't happen anymore.
Just kidding, it's still a very viable tactic -- just no longer a quick win. I like to get max shield depelters, and max engine destroyers in a large mount. That will take at least one ship out of comission every other combat turn. Because they no longer skip shields, they are an excellent early game weapon. Propulsion 4, then at least ID 3 (to get to 20 damage) and put them on your destroyers. Will kill early enemy ships and stop fleets dead in their tracks.
__________________
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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July 9th, 2003, 06:24 PM
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First Lieutenant
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Join Date: Apr 2002
Location: California
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Re: Initial Research Priorities
Quote:
Originally posted by Ares:
I was just wondering what an experienced SEIV gamer researchs in the early game (particularly in the first 10 turns or so).
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The first thing I usually get is mines. Then Point Defense.
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July 10th, 2003, 01:17 AM
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Colonel
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Join Date: Mar 2002
Location: Colorado
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Re: Initial Research Priorities
Quote:
Originally posted by Slick:
- Weapon Platforms II and III. Great place to spend extra resources on larger planets
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Only on larger plaents? These things are Grrreat! The superior damage and range offered by the larger weapon platforms makes them power fully worthwhile.
If you are playing FQM, with it's generous cargo space, these things are a Must Have. In the unmodded game it can be a difficult decision: one-turn WPs that use up your cargo space without filling themselves out, one-turn WPs that don't use up so much cargo space but don't have the rage, or WPs that take full advantage of your cargo space but will take many turns to produce.
[edit: Whoa, I seem to have gone Sublieutenant while I wasn't looking...]
[ July 09, 2003, 12:21: Message edited by: Loser ]
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July 10th, 2003, 01:17 AM
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Lieutenant Colonel
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Join Date: Nov 2001
Location: Virginia
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Re: Initial Research Priorities
Quote:
Originally posted by Ares:
I was just wondering what an experienced SEIV gamer researchs in the early game (particularly in the first 10 turns or so). There's not much information on research in the FAQ, and this thread may help that.
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The first things I research off the bat (assuming a low-tech start) are...
1)Ship Construction
2)Propulsion
3)Projectile Weapons
That way I can build Frigates with DUC II's/III's just in case I run into unfriendly neighbors. It also makes freightors/colonyships slightly cheaper (good when you're in a low-resource start).
After that, it depends on the game size. If I've got some space to grow, I develop infrastructure (Industry, Computers, etc). Otherwise, I try to get good ship tech (Ship Construction, Missiles, etc) for self-defense.
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July 10th, 2003, 01:29 AM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
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Re: Initial Research Priorities
If i happen to have any racial trait it is usually a good idea to get it ASAP, if possible the first or second turn (armor from organic or crystal is a nice early-game bonus).
one strategy ive found to be quite beneficial is:
Ship Construction II
DUC II
PN I
ion engine II
DUC III
PN II
ion engine III
Ship Construction III
Military Science I
PDC 4 / DUC 4
Construction can be inserted somewhere in the middle or at the end - as mines are good, but mine-sweepers are a must. Overall a useful strategy that can leave any neighbour crippled.
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Green bug from outa space!
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July 10th, 2003, 09:26 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Initial Research Priorities
Quote:
Originally posted by Arkcon:
quote: Originally posted by Imperator Fyron:
No engine overloading weapons? What, you do not like crippling ships with a single hit?
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They no longer skip shields, so they remain marginal at best. Even non-TDM AI's put some supply storage on, it was fun to leave ships dead in space, but that doesn't happen anymore.
Just kidding, it's still a very viable tactic -- just no longer a quick win. I like to get max shield depelters, and max engine destroyers in a large mount. That will take at least one ship out of comission every other combat turn. Actually, with PPB dominance, IDs are very effective for a long time. If they use non-phased shields, they are dead from PPB. If they use no shields and just armor, they are dead from ID. Sure, if they are smart they will still be able to fire, but they will get left behind in combat (thus still unable to fire) as your ships chase other enemy ships around that pull back.
Even after phased shields come out, they are still powerful. They do a lot of damage (not as much as max APBs or PPBs, but relatively close still), and will damage shields if those are still up. Stick some Shield Depleters on first, and watch enemy ships get stuck and left behind.
[ July 10, 2003, 08:29: Message edited by: Imperator Fyron ]
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July 10th, 2003, 02:09 PM
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BANNED USER
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Join Date: Nov 2001
Location: Near Boston, MA, USA
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Re: Initial Research Priorities
BTW:
I believe the reason for researching Propulsion for two more levels right away is the savings in construction and maintenance. Someone correct me if I�m wrong here.
A second reason for getting to Light Cruiser is being able to put more cargo holds on a Colony Ship.
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