Good point. Of course, defending against a Novalith is very easy. Besides, I prefer the method that would require the destruction of all planets (asteroids just don't count in my book).
Daikaze
"Efficient Builds: Learn how to play here" It simply translates to: "These strategies work for me, perhaps they can work for you." It's not like he's forcing it down anyone's throat. Of course, the OP is obviously terrible with the Vasari. :P Heh, heh, heh... The Vasari Dark Fleet strategy is not ridiculous. It takes work to accomplish and a player that knows what they are doing to survive with a fleet of frigates. Not many play the Vasari, it takes work. :P I won't deny that the a
See that middle section. Each planet group has it's own settings independent from each other group. Just adjust those bars (the distance ones) to make sure that each planet group is at varying distances from the star. I believe orbit radius influences the size of the map, but it also helps determine the location of the players home planets.
I'd say it really depends on playstyle and race. With Vasari I love the carrier ship, but that's purely because it has the ability to repair my ships... which saves me some cash early on.
As Vasari... Queue extractors, cap ship facility, and 3 scouts. Queue Carrier Cap ship. Queue Skirmishers until I don't have the fleet capacity to hold more. Spend the last 6 fleet points on a colonizer. Send my ships to target destination (whatever I want to colonize first) while I wait for my colonizer to build. After I establish a second colony I begin working on the resource technologies to improve my resource gains. So, I build 2 imperial labs and get to
Drop the cap ships, at this point they are going to be a large hindrance on your fleet points. Upgrade you ships' hull and armor. Get the repair skill (it's the one with a + and a mobius strip). That repair skill will do wonders for your Skirmishers and Enforcers. Upgrade your ships' weapons. Strategy: Produce a small fleet of siege frigates and send them, with a small fleet of other ships, to an outlying planet of the enemy's while you fight with your main fleet.
A couple of shields and max health upgrades can save an asteroid from several simultaneous shots. :P So it doesn't take a whole lot to protect yourself from them, it certainly requires less to protect yourself than it cost them to build it. I know this, because I've had a Novalith war... I won. :P
I've played a bit more than I should have. :P I really don't see why scouts couldn't be blocked. Scouts should be for searching out new territory to expand and to get an idea of where your enemies are. A scout doesn't need to be something that reveals the entire enemy to you. Of course, it's not like Scouts "have" to be blocked by this... but letting scouts see your base is like playing Poker with your hand open for everyone to see.
Okay, I know that there is a lot of people that want Phase Jump Inhibitors to completely block phase jumping, and there is an equal amount that disagree. So, here is an idea... more of a compromise. :) Phase Jump Inhibitors could block jumping to colonized territories. This would require two PJIs. The PJI would act as a sort of gate on the Phase lane to prevent enemies from using it. This also requires that the player possess both locations. This would prevent ships
The game needs to end when the planets (asteroids excluded) are toast. If the game continued just because the player can still colonize allows the player to spam a lot of colony ships and hide them away. The concept of losing upon the loss of the homeworld is a flawed scenario as well. The "homeworld" is really just a capital since none of the races are actually from that star system. Basically everyone would neglect the outlining territories and run straight for the capital. This woul
Multiple win settings. I'd love to see king of the hill - which could be anything from gaining points for holding units in a location or controlling a planet there. There could be plenty of other win conditions... I just can't think of others off the top of my head. Random events would be nice too... I just wish we had espionage in this game. :P
I'd like to see frigates use their abilities a little more frequently... The Vasari frigate has a habit of using it's repair skill a little too late to really make the most of it.
I'm giving this a bump. :P The dark fleet feels a little overpowered to me... I've never been on the recieving end, but I've dealt it out a few times. By pumping up my resource gathering, neglecting planetary defenses, and new ship types I find that I can quickly pump out the max fleet cap. Yeah, some may see it as a trade off... I don't. My fleet is always better than defense structures, I've stopped using defenses with all factions, with the exception of the repair facility.
With the Vasari I emphasize the use of the basic frigate. I tech up their repair power and with a bit of micromanagement I can stand agaisnt a fleet of cruisers. Of course, if the opponent is micromanaging then I will have issues, but not without doing a lot of damage to their fleet. I like the basic frigate, it usually holds me over pretty well. Mostly their purpose is to elimate support ships, but with proper management you can devastate the enemy.
I can't wait for this... I made a couple of maps today, and sadly I found out that I can't really use them online yet. :( Hopefully more people visit the map site, and downloads some of the creations out there. :)
AI replacing dropped players. Moons. Fleet benefits. Fleet tactics. increased benefits for upgrading ships. - the current values don't seem to make quite enough of an impact. Improve the ships designed to inhibit the enemy. - These ships are so far down the line with returns that are far less than they should be. More maps. :P More control over the In-game map editor. Orbiting pl
Vasari are about owning large maps thanks to phase gates. :P I also like the Vasari's repair ability (bottom of hostility) because it adds a lot of longevity to your little skirmishers. That resource gathering boost all-in-one is great, especially combined with Enslaved Labor. Vasari aren't very popular, but they are quite effective.
Open research, and go to logistics. The bottom row will have the fleet size upgrades.
the borg...
Heh, Heh, Heh.... To convince more people to play I mentioned the fact that the game was like EVE as an RTS. The advent mothership looks a bit like the Myrmidon. :P
The OP's strategy to fight the Siege frigates is a bit flawed. The defense hangars are nice to have around, but they will never stop a fleet of anything. The hangars are meant to slow the enemy down and to weaken them. I recommend using the Long Range frigates and/or drone carrier ships to help defeat these things. Of course, you can't go wrong with the standard frigate. If a small amount of siege frigates are leveling your planets then you absolutely must learn to upgrade your planet
Place ships in a location that is likely to catch the enemy as they enter the system. Fighter Squads... bombers aren't suitable against these small lightly armored types. So, defense structures or carriers will do the trick here. Phase inhibitors will slow down the scout's ability to jump.
Isn't it the "Fast Speed" game setting that causes you to start with ships?
I like the idea... now if only the AI actually took over when a player left. The only thing that happens when a player leaves the game is that everything automated will continue working.
I don't think that a full-on ship designer would work in game... but it would be interesting to have modular ship designs. Basically the concept would be that you could select specific upgrades for ships, but each ship would have limited upgrade space. A ship designer could be interesting, especially if you could save designs for later games. The problem with the idea is that it would take a lot of effort to balance.