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June 13th, 2001, 05:47 PM
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Re: 5 Carriers versus 2 Starbases
quote: Originally posted by Nitram Draw:
Sounds like a bug but could be a neat feature! A mobile defense unit.
NOT A BUG! It is just a big (2500 vs 1500)slow (0+5 vs 8+5) baseship. At least I hope MM sees it that way....
Edit : Arrgh! I just thought, with no engines would you be unable to WARP ? A fatal flaw in the plan if so...
[This message has been edited by LCC (edited 13 June 2001).]
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June 13th, 2001, 05:50 PM
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Shrapnel Fanatic
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Re: 5 Carriers versus 2 Starbases
quote: NOT A BUG! It is just a big (2500 vs 1500)slow (0+5 vs 8+5) baseship. At least I hope MM sees it that way...
Definitely a bug.
Just goto Shipsizes.txt, and change "base" to "ship", and make them ten engines per move. Instant mobile base mod.
Plus, you can force players to transport supplies to their bases, or just limit the amount of suppies from "unlimited" to whatever amount you give the hull.
[This message has been edited by suicide_junkie (edited 13 June 2001).]
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June 13th, 2001, 05:58 PM
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First Lieutenant
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Join Date: Jan 2001
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Re: 5 Carriers versus 2 Starbases
I kind of like the idea of a mobile base that can't leave a system. It can't attack unless it carries fighters and might provide a little more variety.
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June 13th, 2001, 07:42 PM
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Re: 5 Carriers versus 2 Starbases
It would be a really good idea to repair the glowing wreckage of warp point battle in one turn. For this a repair base would be very nice. Here is the design I plan to use - number of the component to include, name, size, damage, cost in minerals/ organics/ radioactives, then total size/ damage/ costs.
1 - Starbase hull when selected 2500/0/0
1 - Master Computer III 20/20 4000/1000/1000 same
1 - ECM III 10/10 400/0/0 same
1 - Scattering Armor III 50/150 500/0/100 same
6 - Stealth Armor III 30/100 700/0/200 - 180/600 4200/0/1200
8 - Phased Shield Generator V 40/40 800/0/0 - 320/320 6400/0/0
9 - Shield Regenerator IV (not V) 20/20 850/0/260 180/180 7650/0/2340
The same as the fighter base except no fighter bays and more cargo bays.
Total non repair 760/1280 25650/1000/4640
1 - Space Yard III 400/200 4000/0/500 same
8 - Repair Bay III 150/150 300/0/10 1200/1200 2400/0/80
7 - Cargo Bay III 20/20 200/0/0 140/140 1400/0/0
Total repair components 1740/1540 7800/0/580 repairs 8+64 and 1750 cargo
Grand total 42 components at 2500/2820 33450/1000/5220
Ratio nonrepair to repair 0.43/0.83 - 3.2/all/8.0
With a yard on, you can build more bases. The cargo bays are useful filler.
Shields are 3000 and regenerate 180 per combat turn.
IMPORTANT - against the AI, do NOT put a single weapon on this base (or the fighter base either). If you omit weapons, then the attacking fleet will break its teeth on the fighters and the ripper beam bases first until they have no weapons. Of course if you were playing a human, his first priority would probably be to blow your repair base to rubble.....
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June 13th, 2001, 08:13 PM
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Re: 5 Carriers versus 2 Starbases
I just checked with a high tech game. You can put an EPP on the base. You can pop it. But they took away all the buttons such as drop cargo remotely that were allowing bases to move. So Carriers DO make sense for invading enemy systems where you have no colony, but NOT for colony or warp point defense....
If you have plenty of units in space slots, you do not need bases, but I have 27 warp points in my home space boundaries. With 5000/27 = 185 slots minus mines there are not enough to keep significant numbers of fighters on the map.
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June 13th, 2001, 08:18 PM
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First Lieutenant
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Re: 5 Carriers versus 2 Starbases
Put a Sat with a high level sensor on the other side of the WP. Keep your fighters on the planets until you see someone coming then launch them.
Also, later in the game when the AI has a lot of minesweepers you may find that mines lose their effectiveness, you can replace the mines with fighters.
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June 13th, 2001, 08:34 PM
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Captain
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Re: 5 Carriers versus 2 Starbases
What's the deal with fighters being luanched with no movement? That really kills the idea of using fighters for system wide defense, they should launch with movement equall to the object that launched them, or in the case of a base or planet, full movement.
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