Home » Stars! 2.6/7 » The Academy » Mid-game gateable missle defence reserve
Mid-game gateable missle defence reserve |
Mon, 26 June 2006 09:12 |
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PricklyPea | | Lieutenant | Messages: 534
Registered: February 2005 | |
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What do you build (assuming this is pre-nubian and pre-doomsday)? Do you build 12missile BBs and overgate them? Or perhaps Galleons with 3 missiles? Or something else?
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Re: Mid-game gateable missle defence reserve |
Mon, 26 June 2006 20:01 |
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Germ consumption can be issue mid game for races that aren't -f or AR, gatable missile ships want more battle computers per missile.
12 missile BM (or even fewer missiles) is a reasonable choice, you can gate in emergency, and force enemies to think about flak and/or jammers. Germ consumption for firepower not much worse than loaded BM.
3 missile galleon hull can be quick (add few manjets) even with wimpy engines. Can fill in as freighter.
Destroyer with torpedo can gate 100/250, with w14 you get range 5, can pair several with existing cruiser/galleon beamer for crash minesweeping fun which may save you from needing beamer destroyer. Daddy 7 engine + 1 torp, you can get 1.25 battlespeed for cheap price.
[Updated on: Mon, 26 June 2006 20:03] Report message to a moderator
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Re: Mid-game gateable missle defence reserve |
Sat, 29 July 2006 18:11 |
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mlaub | | Lieutenant | Messages: 744
Registered: November 2003 Location: MN, USA | |
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m.a@stars wrote on Sat, 29 July 2006 03:15 |
Hey! Is that you *the* JC that was presumed lost inside a collapsing wormhole so long ago while on a research trip ? So it was not a ghost I saw earlier today at rgcs?
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I very much doubt this is the REAL JC. JC was all about details, which is why his posts were, and still are, valued. He never plagerized in the past, and was quick to give others credit. Hence this person claims he calls this design a "pocket BB". However, JC's own words were:
The real JC | I call them "attack BBs" while others have called
the "pocket BBs"
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http://groups.google.com/group/rec.games.computer.stars/msg/ dce3fbdf10d91628?&q=pocket+BB
Sure, I could be wrong, and I hope I am wrong, but somehow I doubt it.
-Matt
Global Warming - A climatic change eagerly awaited by most Minnesotans.
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Re: Mid-game gateable missle defence reserve |
Sun, 30 July 2006 04:22 |
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Quote: | I very much doubt this is the REAL JC
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Yes, this may or may not be JC. Many of us are now automatically suspicious because of certain joker(s) that seem to visit the newsgroup and autohost once in a while.
Ron's current system seems to be quiet and watch and avoid accusing, and I am trying to copy that as his judgement has proven good in the past.
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Re: Mid-game gateable missle defence reserve |
Sun, 30 July 2006 05:09 |
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m.a@stars | | Commander | Messages: 2768
Registered: October 2004 Location: Third star to the left | |
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mlaub wrote on Sun, 30 July 2006 00:11 | I very much doubt this is the REAL JC. JC was all about details, which is why his posts were, and still are, valued. He never plagerized in the past, and was quick to give others credit. Hence this person claims he calls this design a "pocket BB". However, JC's own words were:
The real JC | I call them "attack BBs" while others have called
the "pocket BBs"
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http://groups.google.com/group/rec.games.computer.stars/msg/ dce3fbdf10d91628?&q=pocket+BB
Sure, I could be wrong, and I hope I am wrong, but somehow I doubt it.
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Wellll, eight years can do things to anyone's memory...
Wouldn't it be something that not even the original JC was able to live up to our high concept of him?
So many Stars, so few Missiles!
In space no one can hear you scheme! Report message to a moderator
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Re: Mid-game gateable missle defence reserve |
Sun, 30 July 2006 21:50 |
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JasonC | | Petty Officer 2nd Class Stars! V.I.P | Messages: 58
Registered: July 2006 Location: Arlington, MA | |
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lol.
I stand corrected. It is hardly the first time.
I did indeed eventually take to calling them pocket BBs - along with everybody else. And I certainly didn't invent them, though I dare say I used them to some effect.
Matt, sorry.
Why attack, incidentally? One of the advantages of 12 missile BBs is lower weight, which makes it easier to get speed 1 1/4 in the jug era, which puts starbases in range on turn 1.
Of course, the main reason is that the same iron stretches into more dp. The firepower reduction is less important. Less "lumpy" iron needs also smooths production. And the 8 other slots get sappers, which helps against beam counters.
The original motivation is that full kills through the shields depend on the hits from a single firing slot on the shooting token - thus missiles stacked higher in 6 slots, will get more through-shields kills than the same number of missiles diluted by being spread over 4 and 2 slots, as well.
Sincerely,
Jason Cawley
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Re: Mid-game gateable missle defence reserve |
Mon, 31 July 2006 02:02 |
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mlaub | | Lieutenant | Messages: 744
Registered: November 2003 Location: MN, USA | |
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JasonC wrote on Sun, 30 July 2006 20:50 |
Matt, sorry.
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No need to apologize, I am just pointing out an inconsistency from a post I remembered. Like I said, I hope I am wrong.
Quote: | Why attack, incidentally? One of the advantages of 12 missile BBs is lower weight, which makes it easier to get speed 1 1/4 in the jug era, which puts starbases in range on turn 1.
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Midgame germ crunch on most race designs would simply make this unsatisfactory in even moderate numbers, IMO. Sure, by your math you can build ~35% more missile BB's with the iron saved, but don't forget that you are not saving much on Germ (less than 10% I bet). Where exactly are you going to come up with +25% more germ to build more missile boats? I'd rather have the extra missiles, and deal with bases in a different way.
-Matt
Global Warming - A climatic change eagerly awaited by most Minnesotans.
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Re: Mid-game gateable missle defence reserve |
Mon, 31 July 2006 14:59 |
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At times I can see that useful, but most situations would see too much cost and attractiveness added to my missile boats. Sappers may bring you too close to enemy beamers when you want to stay away in certain battleboard situations. I prefer either no sappers or less sappers.
Quote: | don't even try to build gatable missile BB's
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Beyond gatable you gain in armour ratio, battleboard last move, perhaps ship kills, and flexibillity. Of course you lose in overall efficiency with germ.
More ship hulls per cost is more armour without having to add any. If your missile boat is lighter than enemy, and you have only missile boats left, your last move may allow you to stay out of his missile range while still hitting his beamers. Ship kills, your missiles are concentrated into less slots so potentially more kills. Less expensive single missile boat is easier to risk in a skirmish ambush/sniper attack, and fear that you MIGHT gate missile boats makes enemy hesitate to attack one of your 300/500 gated worlds.
On missile cruisers, galleon is sometimes better overall. 3 missiles rather than 4, BUT extra slots can mean using less germ intensive early battle computers. Galleon can also work as small load transport while in reserve which can save on large freighters. Extra engines can actually be nice with cheap engines due to battle speed gains. Galleons are less "fragile".
[Updated on: Mon, 31 July 2006 19:45] Report message to a moderator
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Re: Mid-game gateable missle defence reserve |
Mon, 31 July 2006 20:12 |
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JasonC | | Petty Officer 2nd Class Stars! V.I.P | Messages: 58
Registered: July 2006 Location: Arlington, MA | |
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You typically get 5% more missile fighting power from the 12s than from the 20s, per kt of iron invested.
Yes 35% more ships is about right. Call it a third. Thing is, price is a "two-fer" - it gives moer fp and more dp. So instead of 12 you get 16 missiles for the price. OK, the 20 has more. But the 20 has to KO a third more ships as well, so relative to the dp available it is like 15 - or the 16 are like 21.
All the others are bonuses - ship kills through intact shields sooner, battlespeed, last move, gatable, less lumpy building, and sappers.
Sappers do not make them "move wrong" and they help enourmously against beam BBs. With their computers, missile BBs tend to have high initiative, and the sappers will drop all the shield of a comparable token the first time they are in range, before they can fire. Then the cap missile hit with double damage and 4 times the armor effect compared to a shielded target. That dramatically reduces the fp the beamer stack first hits you with.
As for affording them, beam BBs typically cost 2:2:1 in the minerals, and even the pockets cost vastly more iron than B or G. The iron is the limiter for missile boats. Overall boats are limited by overall minerals and by resources. On G cost, I typically use 4 computers and 3 jammers on these - the dp edge favors going for survival even under fire rather than putting everything in the initiative war. With even jamming to that on my higher-bora beamers, often my beamers were targeted before the missiles.
As for how many of them you need, a mostly beam fleet works fine if you have some of these to suppliment it. They kill starbases which otherwise can load up on beams and capacitors, they kill bomber groups, they punish pure capacitor beam designs or low range beams etc. All the combined arms effects you need from missiles. I typically made only a modest token ofthem in the jug or doom era, around 25 ships. Later in life they split into 5s, 6s, 8s, or 10s as the base killing part of planet killer side fleets.
The 20 missile design is just useless in my opinion. Way too many eggs (and too much iron) in one basket. With standard torps (omegas e.g.) I would sometimes use 16, with 4 sappers.
As for waiting for nubs, um, if your games don't feature major wars until then you need to find some much more aggressive players.
Sincerely,
Jason Cawley
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Re: Mid-game gateable missle defence reserve |
Mon, 31 July 2006 23:46 |
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Quote: | Sappers do not make them "move wrong"
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I have a testbed that clearly shows otherwise for real game situation. Yes this won't always/usually be case but there is a risk.
After my current game is over, which likely will take months I can go over a bunch of interesting stuff I have learned about battleboard mechanics. I have no diplomacy restriction when others do, I expect at least one alliance containing an AR to be strong (2 possible), I won't be first to nubs... I will have my hands full, so I don't want to give away my future plans ahead of time.
Quote: | As for waiting for nubs
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I think what he is saying is he sometimes can do well enough in mid game big wars with fast beamers and flak alone.
[Updated on: Mon, 31 July 2006 23:55] Report message to a moderator
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Re: Mid-game gateable missle defence reserve |
Tue, 01 August 2006 11:12 |
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mlaub | | Lieutenant | Messages: 744
Registered: November 2003 Location: MN, USA | |
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multilis wrote on Mon, 31 July 2006 22:46 |
Quote: | Sappers do not make them "move wrong"
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I have a testbed that clearly shows otherwise for real game situation. Yes this won't always/usually be case but there is a risk.
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There are a couple quirks, and not many people know about them. I was recently suprised to find an expert player had a misconception about basic battle board movement. I usually only post stuff that could be considered a bug, hence the R2 beamer/R3 sapper bug. <shrug> Believe what you want, but don't ask for a regen.
Quote: | As for waiting for nubsQuote: |
I think what he is saying is he sometimes can do well enough in mid game big wars with fast beamers and flak alone.
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Yep, exactly. Unless he is able to kill the Beamers' escorting chaff, his design doesn't stand a snowflakes chance in the Sahara. Add to the fact that if his missile ships to advance both moves on round 1, it virtually guarentees that his ships will open up on the chaff from the start of the battle to finish (default orders).
As to me fighting early wars, and finding more aggressive opponets...I can't remember a normal type game that I haven't been at war by turn 25, and many times I have fundametally eliminated my first victim by Y40. IIRC, my record is turn 18, for total enemy pop wipe in a medium universe. That quick and aggressive enough for ya?
I only play it slow when I play 4% HE's. I usually try to stay out of war before Y45 with that race type.
-Matt
Global Warming - A climatic change eagerly awaited by most Minnesotans.
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Re: Mid-game gateable missle defence reserve |
Mon, 07 August 2006 02:54 |
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tgellan | | Chief Petty Officer | Messages: 75
Registered: May 2006 Location: Luxembourg | |
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Hi,
mlaub wrote on Tue, 01 August 2006 17:12 |
There are a couple quirks, and not many people know about them. I was recently suprised to find an expert player had a misconception about basic battle board movement. I usually only post stuff that could be considered a bug, hence the R2 beamer/R3 sapper bug. <shrug> Believe what you want, but don't ask for a regen.
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Hm, which quirks do you refer too? The only one, I'm aware, is that beamers of range 2 combined with sappers won't close in to beamer range, even if the ships do have the required movements and the sappers would blast off the shield on first blow...
Is there anything else?
mlaub wrote on Tue, 01 August 2006 17:12 |
As to me fighting early wars, and finding more aggressive opponets...I can't remember a normal type game that I haven't been at war by turn 25, and many times I have fundametally eliminated my first victim by Y40. IIRC, my record is turn 18, for total enemy pop wipe in a medium universe. That quick and aggressive enough for ya?
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That seems awfully early to me... How did you manage to take out his HW? For me this sounds like he didn't bother to upgrade the station, nor build any defenses and did take away most of his HW population, or he was AR and didn't upgrade his station either...
Or what's your secret in that?
Tgellan
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Re: Mid-game gateable missle defence reserve |
Tue, 08 August 2006 15:37 |
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PricklyPea | | Lieutenant | Messages: 534
Registered: February 2005 | |
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JasonC wrote on Mon, 31 July 2006 20:12 |
You typically get 5% more missile fighting power from the 12s than from the 20s, per kt of iron invested.
Yes 35% more ships is about right. Call it a third. Thing is, price is a "two-fer" - it gives moer fp and more dp. So instead of 12 you get 16 missiles for the price. OK, the 20 has more. But the 20 has to KO a third more ships as well, so relative to the dp available it is like 15 - or the 16 are like 21.
All the others are bonuses - ship kills through intact shields sooner, battlespeed, last move, gatable, less lumpy building, and sappers.
Sappers do not make them "move wrong" and they help enourmously against beam BBs. With their computers, missile BBs tend to have high initiative, and the sappers will drop all the shield of a comparable token the first time they are in range, before they can fire. Then the cap missile hit with double damage and 4 times the armor effect compared to a shielded target. That dramatically reduces the fp the beamer stack first hits you with.
As for affording them, beam BBs typically cost 2:2:1 in the minerals, and even the pockets cost vastly more iron than B or G. The iron is the limiter for missile boats. Overall boats are limited by overall minerals and by resources. On G cost, I typically use 4 computers and 3 jammers on these - the dp edge favors going for survival even under fire rather than putting everything in the initiative war. With even jamming to that on my higher-bora beamers, often my beamers were targeted before the missiles.
As for how many of them you need, a mostly beam fleet works fine if you have some of these to suppliment it. They kill starbases which otherwise can load up on beams and capacitors, they kill bomber groups, they punish pure capacitor beam designs or low range beams etc. All the combined arms effects you need from missiles. I typically made only a modest token ofthem in the jug or doom era, around 25 ships. Later in life they split into 5s, 6s, 8s, or 10s as the base killing part of planet killer side fleets.
The 20 missile design is just useless in my opinion. Way too many eggs (and too much iron) in one basket. With standard torps (omegas e.g.) I would sometimes use 16, with 4 sappers.
As for waiting for nubs, um, if your games don't feature major wars until then you need to find some much more aggressive players.
Sincerely,
Jason Cawley
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Glad to see you posting again JC Your archived posts on RCGS are still a very valuable resource!
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