Mystikmind Mystikmind

how to deal with maximum weapons tech?

how to deal with maximum weapons tech?

Hi

I was having fun in my recent game, dominating for a long period of time, using the Thalans to train my ships up to massive levels over a long period of time. The Drengin avoided war with me during this period because i had large numbers of tiny fighters parked on military starbases boosting my strenth rating something horrid!

 

During all this time i was looking forward to turning my massively powerful ships against the Drengin, but as it turns out, i was completely wasting my time. Because by the time i attacked them, they also had maximum weapons technology, so all my hitpoints and devences were basically irrelevant once combat started.

 

Once i realised there are no ships with enough hitpoints or defences that can possibly exist in the game to withstand such firepower, i gave up building any more powerful ships and just started building powerful tiny hulled ships.

 

I find the enemy targets the tiny hulled ships first, so if i have enough of them in a fleet, my bigger ships will generally survive the battle.

 

But even with this succesful strategy, i am quite dissapointed that hitpoints and defences are irrelevant, making  all the ship designing strategies irrelevant, the whole thing has just turned into a booring strategyless killfest until the Drengin finally run out of ships, which they will eventually, because i can pump out huge numbers of tinie hulled ships to overwhealm them easily, but so what?

 

I guess my question is, where has the strategy gone?

21,850 views 29 replies
Reply #26 Top

"This is pretty much the same with all score. Your tech score is merely how much you've spent on research and when you spent it. How many techs you researched or traded for or captured means nothing."

So Sole... why is that I can research every tech in a year or so and show a certain hump in my research graph, and the next best researching AI shows much greater overall research in the course of the entire game and yet still does not have every tech researched?

It does not cost the same amount of research if you do it early enough. My final scores also reflect this. The quote at the top is from Mumble, by the way, in a different thread. And as he said, the score reflects how much you spent overall. If I can spend 100 and gain everything, and later in the game it takes spending 1000 to gain the exact same thing... what does that tell you?

Reply #27 Top

Perhaps I should have simply stated that I never -noticed- a time component to research cost.

It does seem to be the only logical explanation for what you've seen, though.

But for what it's worth, I wasn't saying anything about score.  We know score requires you to do things as early as possible.

Reply #28 Top

Quoting Sole, reply 27
Perhaps I should have simply stated that I never -noticed- a time component to research cost.

Because there is none.

You can easily check this by putting a tech into your queue which is subject to depreciation (weapons...). Then pressing some 100 empty turns (in where all AI's will zip through the techtree), and occasionally check if the amount of RP's for this specific tech will have been increased. But it won't, IE each race is subject to its *own* depreciation.

Reply #29 Top

 

In the month I first received my game, there was this one game where I ended with the Precursor Ranger (the powerful one).  I had purchased it from another race to make sure it wasn't used against me as someone in the forum suggested.  I used it as the spearhead of my invasions, taking out defenders on a planet before sending troop modules.  I hadn't figured out how to used fleets yet.

In that game the mega pirate event happened and I found that my precursor ranger that had close to 400 hp from all of fighting it had done couldn't take out the pirate fleets.

I looked at the stats of the pirate fleets and found that they had dominating attacks of one kind and strong defense against 2 of the 3 kinds of attacks.  

I built 2 kinds of ships to take out the pirates:

One was a heavy hulled ship that had a defense against the Pirate's attack.  (I used shield because the pirates had some kind of beam weapon)  and I used an attack for which the pirate had no defense.  Those ships could survive a fight with one fleet of pirates but not two and were very expensive to build.   So I started playing around with the rally point feature until I figured out to build fleets with it.

Once I knew how to make fleets, I build a tiny hulled ship that was maxed out in the attack that the Pirate ships had no defense against.  (I called them mosquitos).  Those tiny ships had no defense since the Pirates had around 219 attack value whatever defense I would put would be insufficient anyways..  These ships were inexpensive and could be quickly built by my worlds, so I just set up a few rally points and pumped out the production.  By that time in the game I had maximum logistics and maximum miniaturization so the tiny fighters could pack quite a punch.  (In the 30-40 value range for its offensive value).  My logistics value was 64 so I could have 32 tiny ships but I occasionally would put a ship that had the Weapon amplifier bonus.  I think I had obtained Hyperion logistic bonuses and/or bonuses from anomalies because when I play now I usually only get up to the 50's in logistics. 

My surviving ships from my fleet just went back to a rally point to stock up on new fighters and eventually I wiped out the pirates.  I also got a few tiny fighters that eventually got a large amount of hp's.

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In another game, one race got the precursor ranger and used it against me but it really wasn't a factor in the game.  I didn't purchase it from the race.  The ranger simply can't be everywhere at once.  I focused on taking civilization capitals first.  The only way it would be a factor if is it went into orbit around its primary capital or one he had conquered.  Without the capitals influence makes the other planets fall like dominoes to surrounding influence.

I had the Xalanx defense and the Weapon amplifier in one fleet.  I wanted to try it against the precursor ranger but I won an influence victory before my fleet could make it to the fleet containing the Precursor ranger. 

I don't usually bother with military starbases but in a recent game, a fleet of 5 ships took out 19 of my ships.  I couldn't figure out why until I noticed the military starbase near the planet.  Once I took out the military starbase it became much easier.