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A Questionaire - redux
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Weapon or Facility -- Value/Strategic/Tactical </font>
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[ September 18, 2002, 23:25: Message edited by: Elowan ] |
Re: A Questionaire - redux
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Weapon or Facility -- Value/Strategic/Tactical </font>
A) Name your favorite ship type/size and why. It depends; Battleships and dreadnoughts both get the heavy weapon mount; dreads trade off movement for a couple extra weapons (or extra shields/armor). So they're both pretty good attack ships; however, the punch of a single baseship is fun to watch. Too bad they have such high combat penalties. For transports, I like medium transports for most jobs - big enough to carry a useful amount of pop/sats/mines/drones, but not so big that it's difficult to fill all the cargo space. I use large transports mainly for troop transport or filling ring/sphereworlds with population. Frigates & Destroyers make for good stellar manipulation craft (well, for lower-level components); other support ships (dedicated PDC or supply) are generally a size or two smaller than the main attack ships. Obviously, cruiser hull is perfect for spaceyard ships; light cruiser works pretty well for repair bays. B) How far do you research propulsion and why? To Quantum Engine I (level 10, I think); best movement bonus, and by the time I get that far on the tech tree I'm not generally concerned about resources, so researching the Last two levels of engines has little benefit. C) Do you use training facilities and why? Sometimes; typically if the AI has serious combat bonuses I'll use training to even the playing field. I don't get much time to play, so I avoid multiplayer and don't feel terribly guilty about using advantages that the AI doesn't use. Thanks! http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: A Questionaire - redux
Weapon or Facility -- Value/Strategic/Tactical
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A. Name your favorite ship type/size and why. Dreadnaughts. They have good size which makes them pretty affordable (not to big, not to small). I hate spending 5 turns to crank out a ship. I can usually stock up a Dreadnaught right to the brim and have one built in 3 turns. B. How far do you research propulsion and why? I usually research propulsion as far as I can go (Quantum III is the highest isn't it?). Why? Why not. Never hurts to have better engines than your enemy http://forum.shrapnelgames.com/images/icons/icon10.gif C. Do you use training facilities and why? I haven't used training facilities yet. I almost never let the comp do my battles for me, so if i'm not relying on the AI to do my fighting, then there's no point in researching Training Facilities. Thanks for helping me kill some time at work! http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: A Questionaire - redux
training facilities impact tactical and strategic combat. Whether you or the AI runs your ships in a battle.
>C. Do you use training facilities and why? > I haven't used training facilities yet. I almost never let the comp do my battles > for me, so if i'm not relying on the AI to do my fighting, then there's no point > in researching Training Facilities. |
Re: A Questionaire - redux
Elowan:
This is probably a stupid question, but do you mean "Strategic Combat" and "Tactical Combat", or "Out of Combat" and "In Combat"? |
Re: A Questionaire - redux
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The frigate question is more general. |
Re: A Questionaire - redux
[quote]Originally posted by Elowan:
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Propulsion - all the way, but eventually, not all at once. Solar sail gives you more speed sooner, almost unbalanceing Training - yeah, it's cheezy, but my ships never gain much experience on their own. I'm all for reducing the max level say to 10-15 % |
Re: A Questionaire - redux
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cloaking is good early on , after that...no point IMO. its too easy to detect and it just drives up the cost and build times on ships. IMO the game needs to add levels to cloaking. Dreadnought Size cost build times are decent. Not too slow when it has solar sails and q3 engines. Baseships are slugs in space and slow down a fleet. qIII - best engine and cheaper than q1 or q2 Always add solar sails training - always. Need the combat bonuses. [ September 18, 2002, 00:42: Message edited by: AJC ] |
Re: A Questionaire - redux
1. Long Range Scanners -- NA/1/1
2. ECM unit -- NA/10/10 3. Combat sensor -- NA/10/10 4. Tractor/repulse beam -- NA/0/0 5. Scattering armor -- NA/7/7 - For the ECM Bonus 6. Stealth armor -- NA/10/10 - For the ECM Bonus 7. Cloaking -- NA/0/0 - By the time you get cloaking, everyone has Detect CLoaking ability 8. Tachyon (engine destroying) cannon -- NA/3/3 9. Frigates -- NA/1/1 10. APB cannon -- NA/9/9 11. Null space cannon -- NA/10/10 Dreadnaught for the Heavy Mounts with mix Null/APB/Phased weapons & Light Cruiser for Missile Boats Research L4 Propulsion soon and then trade for the rest in the mid game. Training - Definitely. Especially if you are Physic |
Re: A Questionaire - redux
Weapon or Facility -- Value/Strategic/Tactical
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Re: A Questionaire - redux
Weapon or Facility -- Value/Strategic/Tactical
Long Range Scanners -- 0 'Send in an old ship ECM unit -- 10 'Essential Combat sensor -- 10 'Essential Tractor/repulse beam -- 2 'I tend to use smaller ships Scattering armor -- 10 'Essential Stealth armor -- 10 'Essential + excellent early on Cloaking -- 0 'Waste of space. Use stealth armour Tachyon (engine destroying) cannon -- 4 'When they ignored shields they were an 8 Frigates -- 7 'Test the strength of an enemy fleet APB cannon -- 3 'Offence and defence rule. Damage is secondary Null space cannon -- 5 'Ditto > Name your favorite ship type/size and why. Light cruisers coz thats where you get the heavy mount. I stop researching ship construction for a while after I get here. Later on I use battlecruisers and battleships. With a speed advantage you can sometimes avoid slower fleets. > How far do you research propulsion and why? General up to level 1 contra. Late in the game if I have nothing better to research I'll go to quantum 1 > Do you use training facilities and why? Always. Bar the religious talisman you live and die on your ships offensive and defensive capability. Its probabaly different against the AI but I wouldn't know. Cheers, Askan |
Re: A Questionaire - redux
Let me add two more to the list:
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Re: A Questionaire - redux
1. Emissive armor -- NA/0/0 - Still only using SE IV 1.49
2. Shields -- NA/10/10 Perhaps Master Computers should also be added to the list? [ September 18, 2002, 07:02: Message edited by: Baron Grazic ] |
Re: A Questionaire - redux
Emissive armor -- NA/8/8
Shields -- NA/10/10 Now in regards to Training Facility, what exactly does it do in games solely against the AI using mostly Tactical combat? Does it increase/decrease hit percentages? I thought Training Facilities only helped out when playing against other players and when using Strategic Combat. I haven't played on PBW yet so i've never felt the need to build Training Facilities http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: A Questionaire - redux
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Re: A Questionaire - redux
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Thanks everyone for your answers to date. This is turning out to be very informative and I would suggest that all newbies (like myself) take heed. Quote:
[ September 18, 2002, 17:42: Message edited by: Elowan ] |
Re: A Questionaire - redux
ECM unit -- 8
Combat sensor -- 8 Tractor/repulse beam -- 1 Emissive armor -- 5 Shields -- 7 Scattering armor -- 7 Stealth armor -- 1 Cloaking -- 1 Tachyon (engine destroying) cannon -- 8 Frigates -- 1 APB cannon -- NA (never used it) Null space cannon -- 10 How far do you research propulsion and why? Usually max it just because I can. Do you use training facilities and why? Never, because I have use the two most overpowered items in the game, Null Space and the Talisman. The only way to counter that combination (of course I have PD's too) is to double my ship output and then catch me. - takr - takr |
Re: A Questionaire - redux
Since the original questionaire is long and since I've made some edits (added what I should have included in the first place) -- is there anyway to use a link to jump to the original msg? That would seem better than [Bump]ing it. I could use the page 2 URL but that doesn't take you to the questionaire itself just to the top of the page.
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Re: A Questionaire - redux
First part: On a scale of 1-10 with '0' being 'no value' plz rate the importance of the following (in your experience) in SEIV:
Weapon or Facility -- Value/Strategic/Tactical Combat sensor -- NA/10/10 unless you are Religious Tractor/repulse beam -- NA/5/5 - nice for star bases to shoot enemies away with then push them out of the enemy's weapons range, but otherwise not very useful Shields -- NA/10/10 unless enemy likes PPB Emissive armor -- NA/8/8 - I have 1.78 so -30 to every attack is helpful Scattering armor -- NA/4/4 - too bulky, use Scanner Jammer instead, though +15 to defense is nice Stealth armor -- NA/7/7 - it's a cheap cloak for early on, but it loses its value as soon as the enemy discovers penetrating scanners Cloaking -- NA/7/7 - unless you research it soon the enemy will probably have penetrating scanners already, but if you do get lucky you can wreak some havoc http://forum.shrapnelgames.com/images/icons/icon10.gif Tachyon (weapon destroying) cannon -- NA/??/?? - never used it, figure, why not destroy the whole ship anyway! http://forum.shrapnelgames.com/images/icons/icon10.gif Ion Dispersal (engine destroying) cannon -- NA/??/?? - never used it, I guess it might be good for use in a combo with repulsor beams or something... Frigates -- NA/5/5 - they make good scout ships but that's about it APB cannon -- NA/7/7 - a decent weapon but the PPB is better, if somewhat shorter-ranged Null space cannon -- NA/5/5 - Only if the enemy is really big on defenses. Divide 60 damage by a 3 turn reload rate and you're only getting 20 damage a turn! (Then again, take a look at the Shard cannon... it doesn't even pierce shields and it only gets up to 35 damage!) Second part: How far do you research propulsion and why? Quantum Engine I - what's the point of QE II and III? Oh boy, I spend hundreds of thousands of research points and what do I get? My engines are 40 minerals cheaper! http://forum.shrapnelgames.com/image...s/rolleyes.gif That's why I made a Holly Hop Drive at the maximum level of propulsion... Do you use training facilities and why? Yes, they give you a +20 to attack and defense, though it takes a while to train your ships... do you research Computer Complexes and why?? Yes, +30 to research plus another +30 from the system complexes is a BIG boost to research! Third part: Master computer -- NA/8/8 - Saves space and minerals on larger ships, and protects against subverters! Yay! -- if you use an MR, do you add an Auxillary Bridge? -- Y/N What is a MR? Do you mean MC? If so then no, I hardly ever use auxiliary command anyway... I never even thought of putting one with a MC! I add an AB to my larger ships with MC since MCII only costs 20kt and the AR 10kt. I do that in the event that the ship gets infected with a virus. Good idea or bad and why? Wouldn't you still have a big movement penalty from the lack of life support or crew quarters? I don't remember the exact penalties (what is it, reduced to 1 if no bridge, cut by 1/2 if no LS, cut by 1/2 again if no CQ, reduced to 1 if no supply?) but it's probably not worthwhile, unless your ships have 12 movement or something... Smallest ship with QR -- __? Hardly ever research resupply anyway, but if I did get QR I would probably put one QR escort in every fleet. |
Re: A Questionaire - redux
Guys - you're doing great! http://forum.shrapnelgames.com/images/icons/icon10.gif
I'm learning a lot and it's helping to crystallize some of my own ideas/trends. For example: QR - I've been putting it on Lt. Cruiser and up, but one on a heavily armed/shielded/armored excort vessel of cruiser size with 1-2 in each fleet would leave me 20 kt/ship for armor, MC or ... on all other ships. I've added this to the original questionaire: Quote:
[ September 18, 2002, 23:15: Message edited by: Elowan ] |
Re: A Questionaire - redux
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Re: A Questionaire - redux
A few more questions to add to the pile:
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Re: A Questionaire - redux
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---- early game (before PPBs) - all shields (non-phased) + armor 3's if I need to burn some kt with cheap components to keep the cost down ---- mid game (PPBs everywhere) - 1 non-phased V, the rest armor, including the +15% def armor. (The non-phased shields are to deter boarding parties and engine killers). ---- late game (phased shields researched) -all shields (phased), and the +15% def armors 2- smaller ships (<= 400kt) have a hard time fitting all those defensive components. I generally have to choose between shields vs the +15% armors - the decision depending on the circumstances... 3 - see point 1 above -Spoon |
Re: A Questionaire - redux
"Smallest ship with QR -- __?"
A light cruiser. It will be a pure support ship, likely with a repair bay as well. Not smaller, because I will have some LC warships running escort duty, and I can retrofit between the two designs as needed. |
Re: A Questionaire - redux
First Part:
Weapon or Facility -- Value/Strategic/Tactical Tractor/repulse beam -- NA/4/6 Shields -- NA/10/10 Emissive armor -- NA/0/0 Scattering armor -- NA/8/8 Stealth armor -- NA/10/10 Cloaking -- NA/0/0 Tachyon (weapon destroying) cannon -- NA/2/2 Ion Dispersal (engine destroying) cannon -- NA/10/10 Frigates -- NA/0/1 APB cannon -- NA/10/10 Null space cannon -- NA/5/6 Second Part: A. Do you use training facilities and why? Yes, because not using them gives a 40% bonus to your enemy. B. Do you research Computer Complexes and why?? Yes. They increase resource production tremendously. Third part: 1. Master computer -- NA/8/8 -- if you use an MC, do you add an Auxillary Bridge? -- No Good idea or bad and why? 3. Smallest ship with QR -- BC. I don't ever have QR before I have BCs available, and there is not point in building smaller ships if BCs are available, except for Boarding Ships, which LC is a good hull for. 4. Do you make mixed weapon ships and why? Only such that the have Shield Depleter, Ionic Disperser, and APBs (or PPBs). Missiles and Direct Fire weapons on the same ship is suicidal. 5. Do you make only specialized ships and why? I make both, depending on the situation. 6. Do you mix shields and armor? Generally no. 9. Is there a level at which shields are preferred over armor? Yes. Phased Shield Generators IV and V are preferred over armor. |
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