If Phase Inhibitors could lock down passage further into systems : Scenario 1 : You attack with a light fleet for the purposes of destroying economy, his entire fleet is waiting in the choke and basically destroys your fleet in the time it takes you to destroy the PI and advance to the far end of the system. Attacker : Resources Lost (in form of a small fleet) Defender : Units Lightly Damaged Outcome : Attacker loses in power Scenario 2 : You attack the choke with t
Durikkan
Agent, why don't you upload the replay somewhere so that I can look at it and see what happened in said game, because I have yet to see this happen and would be interested to see. The game auto-saves the replays in C:\Documents and Settings\[YOUR WINDOWS USER NAME HERE]\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\AutoRecord-Singleplayer , so all you would have to do is upload it and link it.
In my experience the pirates are kind of a joke. Even when you start with no HQ and no units, simply getting a single capital ship out is enough to defeat the first pirate raid, and it doesn't take very much damage, even. So, the enemy just spent some money to give you free experience... I am 100% honest in saying that in some cases, if there was a way to put bounty on yourself, I would do it, to get the pirates to attack me and generate easy experience at minimal threat. Granted, I've only
You do realize that the shield mitigation is still there when their shields are down, right? Or, at least, that's what the manual says, and it seems to be correct.
To answer your question (a few days late) To get the multiplier to Effective HP you do 1 divided by the fraction that is not absorbed. so 60% would be 1 / .4 = 250% of base health 75% would be 1/ .25 = 400% of base health So if it is 60 to 75% as you say, then it results in a ship that lasts 60% longer than a ship without the upgrades. and considering a single capital ship firing at a target can easily push a ship to the mitigation cap, you don't have to w
If he has 15 siege frigates, that's 180 supply. A system full of defenses, which has a good chance of stopping the siege, costs 0 supply. If an enemy has 180 less points of combat supply as you, you should be able to mop the floor with his fleet and destroy his economy, unless it's middle to late game, in which case you could build 15 kodiak heavy corvettes for less credits and supply (but slightly more resources) than his 15 sieges, and they would deal heavy casulties to his 15 siege frigates.
Look at it like this. He sends 15 siege frigates, and your in system defenses kill them before the planet is destroyed. You lose a small amount of credit income for a little while, and suffer no permanent casualties (if it's only siege frigates, they'll just be attacking the planet, not anything else), he loses mass amounts of credits, metal, and crystals, plus, he gave your capital ship (if it happens to be in system) a bunch of free experience. If he attacks an asteroid wi
I don't think the turrets are as bad as you are making them out to be. They are relatively inexpensive, medium damage, quite a bit of health, and a lot of armor. Three or four of them clustered around your economic structures will generally stop a medium level pirate attack without requiring any user attention at all.