yommers

yommers

Joined Member # 3225986
4 Posts 52 Replies 287 Reputation
Reply to Fleet Balance in Strategy

Yeah flak frigs are a frackin' waste. Obikirk's got it, three caps, a bunch of LRM's, handfull of kodiaks and hoshikos, pocketful of LC's, and a few cielo's to top it off. That's a good mix no matter what. Though I prefer to have as many kodiaks as possible. They take a beating and put out about 19dmg. I've use 16 kodiaks to fight off a mixed fleet of about 32 and only lost two of them. Also I prefer to have a fleet of roaming siege frigs just to keep the enemy on gaurd. Hope that helps ;)

2 Replies 3,207 Views

O.K., junk the flak frigates all together. They do very little damage and are effective at attacking fighters/bombers (that's about it). The cobalts can be useful if you have the sabatoge reactor function with them. However I usually opt to produce LRM's over the cobalt. The kodiaks will draw alot of fire but thats what they're there for. They can easily win a battle that's 2:1, in short they're worth the investment. Like I said earlier junk the flak frigs and apply those resources to more kodia

26 Replies 18,781 Views

[quote]essentially thats exactly what they are. But i would like to see a STARBASE personally... But i guess that totally goes to what your deffinition of outpost is. I personally consider an outpost to be a small starbase. others may disagree freely[/quote] M Stress said he is planning on putting some kind of starbase in the SoA mod but not like everyone is thinking. Said the main problem is all the detail and what to actually make them do. Probably wil be used as one hell of a defensi

29 Replies 97,505 Views

Hmm.. I created a similair post (same name) asking which is better. The real answer is that it depends on the situation. The ratio is gonna vary with game play. The best answer is that early in the game fighters are better then bombers because of the fact that you will typically encounter scouts, frigates, and LRF's. As the game progresses to the later stages it gets a bit crazy. Some say a 2:1 Fighter/bomber ratio is best while others say just the oppisite. Personally I only use fighters for fl

11 Replies 8,185 Views

[quote]Guys we're actually talking about the culture game mechanic, if you want to talk outposts, there's another forum for that.[/quote] lol. There certainly are other post's for outposts (sorry for bringing that devil in here), I think Nomad and I have gone back and forth on this suggestion a bit ;p . Back to culture though, would it not be logical for each planet, under control of rebels/trader factions/ to have their own ability to spread culture? Not saying across the system, maybe

20 Replies 5,925 Views

I've found that specifically trying to please on race is absurd at times. One interesting thing I've found is that if you go out and destroy any enemy, key one in particular, the other races will inadvertantly start offering treaties/alliances. I think it's done intentionally by the design team to add a random element to the game. Just focus on your fleet/econ and the alliances fall into place, seemingly by accident.

35 Replies 24,614 Views

[I]>From: thetraviler/ post "outposts, I think we should have'em">> strategy[/I] First, i thought somewhere in those 700+ posts on the star trek thread was talk of making out posts and starbases both options to build around planets. An out post would have some combination of maybe a research station and a fighter bay with 1 squad or maybe a trad post instead of a civ research. It would take both some logistics and tactical slots and would be able to defend its immediate area with its weapons

1,754 Replies 4,112,106 Views

First, i thought somewhere in those 700+ posts on the star trek thread was talk of making out posts and starbases both options to build around planets. An out post would have some combination of maybe a research station and a fighter bay with 1 squad or maybe a trad post instead of a civ research. It would take both some logistics and tactical slots and would be able to defend its immediate area with its weapons. A starbase would be MUCH bigger, have probably a civ, a military, and a trade post.

29 Replies 97,505 Views

[quote]Yah, I'm pretty sure that all objects can have abilities stars, structures, ships, so surely planets can. I'll check to be sure though.Yep you can: look here (bottom of the entity file):renderAsVolcanic FALSEShieldMeshName "Shield_PlanetSmall"moveAreaRadius 40000.000000hyperspaceExitRadius 30000.000000isWormhole FALSEminShadow 0.000000maxShadow 0.000000ability:0 ""ability:1 ""ability:2 ""ability:3 ""So if you wanted to give it an attack, do something like copy the guass cannon's firing ab

12 Replies 14,829 Views

True Crykur> Asked Major Stress if he's going to add starbase's in the Star Trek Angels mod. Still waiting for a response. If he does it will be interesting to see what their role is, and then maybe all the posts about "outposts" will be at peace (they'll get renamed "I think starbase's should..." lol).

29 Replies 97,505 Views

1 v 1 maps really aren't all that challenging. Intiially I send out scouts, no more then three (do the crystal thing etc.). Then build the cap factory. For Tec I always use the Kol. I go with 2 military stations first in order to secure the Jav. proto for Tec. Take about two planets and a couple of asteroids. This should give you enough income to build a fleet of Javs, or what have you, with your cap ship as the flagship. This is a fairly easy way to win. Of course with this fleet you go straigh

14 Replies 7,277 Views

1 will do LOL I think it would be great if you could use outposts to build other structures. That would certainly add alot of flexibility especially when trying to keep Cap and Frig factories close to the front line. Chaos I SAY!

29 Replies 97,505 Views

True Cykur. I think an outpost would add a certain element to the game that is missing, in particular in the early stages. Imagine if a colony frigate had the option of setting up an outpost that uses, oh say.. .02 creds ps instead of the massive overhead of a planet. Early in the game I could see outposts being very useful since your empire lacks large reserves of creds/med/cryst etc. An outpost could be used to spread advanced culture into a remote region until your ready to actually colonize

29 Replies 97,505 Views

[quote]Two things Yom,First, I think you may have posted on the wrong forum (the one where that quote of mine came from),And second, Perhaps you would build an outpost on a desert plant, where more resources would be required to support the population then you could acquire from the planet itself, but nonetheless, I'm talking on a bigger scale. Think of it this way. In earlier centuries, cities (in this case planets) formed strong points that were relatively far apart, in resource-rich areas. Ou

29 Replies 97,505 Views

[quote]Yah, I'm pretty sure that all objects can have abilities stars, structures, ships, so surely planets can. I'll check to be sure though.Yep you can: look here (bottom of the entity file):renderAsVolcanic FALSEShieldMeshName "Shield_PlanetSmall"moveAreaRadius 40000.000000hyperspaceExitRadius 30000.000000isWormhole FALSEminShadow 0.000000maxShadow 0.000000ability:0 ""ability:1 ""ability:2 ""ability:3 ""So if you wanted to give it an attack, do something like copy the guass cannon's firing ab

12 Replies 14,829 Views

Planet defense cannons, perhaps a new line of defense against attackers? Has anyone thought of modding a cannon that stays on the planet and can shoot 360 degrees? It would make sense for the planet itself to actually have a defense mechanism rather then relying soley on orbital defense platforms (lets say a planet defense cannon is the same as five orbital cannons).

12 Replies 14,829 Views