Following your idea, then, it should be viable the following tactic: to build several broadcasting centers protected by a swarm of repair bays, that way the culture strength of the planet would be prohibitive to the enemy for a long time, preventing them from colonizing it long enough for my relief fleet to arrive?I think i read about something liek that on another board or something.. What if they manage to colonize my destroyed planet? Wil my defensive structures just dissape
YENK0
Just found a reply from a seemigly competent player that claims that the pirate fleet is influenced by the rising number of buildings and installations in the game. There sinks my fool-proof 'keep-the-pirate-fleet-small' tactic! :)
So, against pirates, a mix of 2/3 fighters and 1/3 bombers would be ok? In all my games so far, the AI opponents usually use only few planet-bombers. Only the pirates tend to use a larger number of bombers. It is annoying when they beat the snot out of my planet because my cavalry was busy somewhere and could not come in 'time'. Then, if my fighters form Hangars manage to kill the pirat bombers quickly enough, my planet is safe. It takes quite a lot of pounding to destroy installations w
How about the FLAK ships? Are they any good vs the LRMs?
For TEC you can buy one two, three, four or none levels for your capital ship. Every ship info pane has the info on the ship's experience level, and the next level experience treshold. If the enemy ship looks big and scary, you can always bash some more pirates and make your own BB look big and scary too :)
The long phase jumps are for travelling between different solar systems (sun to another sun) i think. As for the wolmhole, just manually point your fleet into the wormhole gravity well (can be not very well visible sometimes) and they will jumb by themselves and instantly appear at the other wormhole in the system.
Hallo there. Iam rather new at this game and i love it. I still have a number of basic mysteries to solve. Here is one: when i build my hangar defenses (i always do mass hangars, am rather unimpressed by the orbital gun platforms: immobile, short range, slow firing etc.). I simply cannot figure out which strike crafts are good for what kind of targets. Since i always battle AI opponents with my fleet(s), my Hangar defense is mostly used as anti-pirate defense. So, is it better to have all or
I too am a complete newb at this game. Not at RTS genre, just at SoAsE. Now, you all will probably have a laugh riot on my expenses, but my learning system was like this. I barely could properly follow all the tutorial missions at start. then i read a couple online guides and message boards and decided to start my first game. A weird one. I picked a small random map, and.. well, ZERO opponents, and started the game. Hey, instant victory! Quit or continue playing? Continue playing, of course.
Is the pirate fleet size influenced by the volume of trade in the system?
So, if i get this right, it is better (if possible) to NOT mess with the bounty (to keep the pirate strike force small), and let them mostly come after me, so those i kill during the game will not need to worry later in the mid/end game? Plus i can cheaply level up my new capital ships?