Now, I know I'm just being petty and I am all for stealth in space for added gameplay, but heat, from the engines and everything else, makes ships hot and easy to see with RADAR. Sonar works underwater with sound waves, it could never work in space. Way to go physics student!
Nickname Nick
Well, the 10 defeating 20 won't tactic explained above won't work well against human players...unless they are noobs Or they aren't watching/microing that particular battle and the AI is taking over for them. If you manage to use better tactics/maneuvering during combat than your opponent, you should reap the rewards. I agree, to a point. If I have 10 cobalts and my enemy has 20, maybe even then I agree. But if I
I want to be able to do clever, "out of the box" things that allows me to say, defeat 10 units with just 2 units (or something like that) when ordinarily if I left my 2 units to do their own thing, they would simply get annihilated. This does currently happen against the AI. That said the AI is constantly improving. THAT said, I believe that this will still be possible, perhaps not quite those odds, but possible to defeat a larger fleet with "clever thin
Again I disagree. I can beat a fleet double my fleet's size with proper movement. It is MUCH more efficient to maneuver and not lose my ships than let them duke it out. Aiming and targeting helps as well, but it is very useful to constantly have my fleets out of the attack range of my enemy's fleet and still able to attack him.
You are cruel like a woman! * *No offense to you or "women".
But should 10 cobalts be able to destroy 20 cobalts using said "expert meanuvres"?
It is not as if I have this all worked out. I am pulling this out of my *ss. I want some magical AI to know how I want my battles to go, but I'm not going to wish for it. With regards to "Tactics" and "Micromanagement" and "Clickfests" - Let me further elaborate. Yes, I think strategic and empire wide planning as well as fleet building should be a major factor in winning. However, each "battle" is played out in one grav field and usually co
The thing is that everything moves too slow for tactics, its best to just let the computer handle it then actually move your ships around and try to get better positions. Sure you can still pick your targets(Which I always do), but thats about it. I whole-heartedly disagree. In fact, I have written about how to use a smaller fleet to beat a larger one. I think using battle tactics, especially against this iteration of the AI, are complete
Yes, I am aware much of this advantage will go away with each iteration of the AI. Yes, I believe that using superior tactics should confer some advantage. And yes, I do seem to have two concerns: 1. That combat AI is not (yet) able to win... really any battle against a micro-intensive player 2. The current combat scheme rewards a micro-intensive player too much I think my first concern can best best explained as currently, all AI combat is static. Dynamic combat will def
Flanking with the whole fleet won't work as well, as the entire enemy fleet will then move there guns to bear. Although, I previously wrote how I took out 45 cobalts with a fleet of one Kol, two cobalts, and six light carriers, the key to victory is the same: movement. For a 20 on 10 cobalt fight, let's assume both fleets jump into an otherwise empty grav well. My 10 start north and head south to fight, while my enemy vice versa. I will then make sure that 7 of my ship fly through the e
Should a fleet of 10 cobalts win against a fleet of 20 cobalts if the 10 are managed better? Usually if a fleet of 10 encounters a fleet of 20 the two fleets stop face-to-face and then larger fleet will win. However, it is currently possible to use superior tactics, such as flanking and encircling manually, so that a fleet of 10 can win with minimum losses. I believe that using superior tactics should confer some advantage. I am aware that with the ever evolving AI, this advantag
The carriers are what help you win that battle, I think the AI should make carriers a high priority target. Yes and no. I don't think it is so simple. It's not which ship is a higher priority target, as that changes, but rather which is currently of high value to attack. You're right, to win my enemy could have forget my cobalts and attack the carriers, but if it always attacks carriers first it creates other problems. Moreover,
everything outside the pink circle would rotate, and stay in its EXACT formation to keep phase lanes as they are. Well, you can do this now manually with a right mouse click. I don't really know what more this would add.
Using 2 cobalts, one Kol, and 6 light carriers I decimated a fleet of 45 cobalts without incurring one lost ship. The battle took place on a dead asteroid I owned. The enemy slowly built up his fleet after a larger battle in which I sustained many lost ships but took his Kol. He sat all his ships at the edge of the farside grav well, with a lane to his desert. I jumped in my small fleet together from the north and immediately moved the cobalts to east and west. I allowed my bombers and Kol t
It has been pointed out elsewhere it is often very difficult to select a specific ship or few from a large battle. This is often because there are 50 ships per side and many of them are clumped together. If the fleets were much smaller it would be much easier to move away that frigate or cruiser that is taking a beating (or to better position a few flak frigates near areas that need defence against bombers for instance). This is the only part a really ag
You look back through five day of comments just to criticize how I play the game. Wow.
Long Range Engagement Doctrine might allow the construction of light carriers as well as missile frigates. Defensive Doctrine might allow flak frigates and command cruisers. Make those techs just expensive enough to be annoying and you force people to really consider what tactics their fledgling empire has available. I don't like it, but I like where it is going... very interesting but as described unbalancing (of course).
Likewise there are other combinations like that. Assigning a huge bounty to a player just as an ally launches a massive attack. Not really an exploit per se, but definitely pushing the barrier of fair play. Of course that stuff could be done through trading resources, but the method I listed provides some level of anonymity (unless someone is paying close attention to the bounty levels). First point: If you could do this by trade why would you w
From the aesthetic look, you've got a point. It would look a lot better to see some maneuvering around the board. However, is that worth the effort (and I have no clue what kind of effort it would take, might be big or small) to implement a maneuvering system for the frigates and cruisers? What kind of rebalancing would that take as well? I think you may have missed my point. The ships can now CURRENTLY as of (at least) Beta 2 can flank and maneuver arou
Wow, guys. How does it smell all the way up there?
It's not about dog fighting. It's about flanking and maneuvering. Which at the moment, is completely included in game and micro managing a battle like this can be devastatingly effective against the AI (ie a non-microing Human during multiplayer). This has been discussed and, at least I think, needs to be specifically thought-out how to best keep the effectiveness of flanking and encircling without adding intense clickfests.
Wow, this is hopeless..... So here's my 2 Both need to happen, both the "moving turn" and the stationary rotation. In battle, a 180 turn without forward movement will result in wasted time, better spent either fleeing, or repositioning without taking (as much) fire. But, due to the restrictions of grav wells, the AI's 10 cannon in 1 spot can devastate a fleet way too easily. Best(/worst)example: Jumping in a large fleet with mixed attack ranges. With that AI's placement, e
How about reordering the research queue from the main screen? Or really, way any easier then currently. EX. Sometimes I realize I need that one researchable a lot faster than all the weapons upgrades in front of it, but it is a hassle to delete everything before it. I want to shuffle and reorganize.
What length of time constitutes a month? year? Where can I find this in game? Are there different months? I'm asking because I continue to wish to know when the next "fiscal year" begins.
I think it is easy enough, if you are watching a battle, to retreat all ships with a click or two. A "button" wouldn't add much IMO, but a large fleet could use the retreat AI like the computer does. Suppose I have 3 large fleets, two sieging different planets and one jumping into a third, and I am actively engaged with one battle. Suppose that third fleet jumps in system to find a fleet triple the size, I would like my smaller fleet to know to retreat (perhaps after some fighting and losse