Defensive strategies!

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

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Webbco
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Defensive strategies!

Post by Webbco »

I've always found it somewhat challenging to defend my empire in these sorts of real-time 4X games, especially as it grows larger and grows in influence.

It may possibly be too early yet, but I thought I'd open this up to people's ideas and thoughts on the best way to defend their colonies, in particular outlying worlds. In an enormous galaxy full of pirates, monsters and other empires eager to gain control, surely we must share our knowledge to reach our common goal!
martok
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RE: Defensive strategies!

Post by martok »

When I play 4x games, I have a tendency to establish "nodal fleets" for defense.

In other words, I'll station a fleet -- or two, or three (depending on the situation) -- at centrally-located "hub" colonies, where they can then serve as a rapid-response force to any impending/ongoing incursions. I also try to have light forces covering the hubs' "satellite" colonies -- not so much as a true defense, but more to (hopefully) slow down attackers enough so that my nodal fleet(s) can then deal with the invaders when they arrive.

I'm hoping something like this will be possible/practical in Distant Worlds as well.

"Evil is easy, and has infinite forms." -- Pascal

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Erik Rutins
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RE: Defensive strategies!

Post by Erik Rutins »

Local response fleets combined with decent orbital defenses for key locations and patroling local defense ships for more distant stations/bases is pretty much the defense I use and it seems to work well.
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cdbeck
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RE: Defensive strategies!

Post by cdbeck »

Escorts.... escorts... escorts...

Like Erik, you want to have some local defense fleets set with key planets are their "home." The helper AI does a fantastic job of sending ships that are unassigned, or assigned to escort duty, to respond in case of pirate attack on mining stations or mining ships. Squelching an empire's economy is serious, and can really hamper production and colony growth - so having a "home defense fleet" is going to be something many players will actively work toward.

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"Neca eos omnes. Deus suos agnoscet!"
(Kill them all. God will know his own.)

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christian199
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RE: Defensive strategies!

Post by christian199 »

i should proably check out these other 4X games... is there one like distant worlds?? that has the system reqs as Distant worlds cause my computer sucks :(
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martok
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RE: Defensive strategies!

Post by martok »

ORIGINAL: Erik Rutins

Local response fleets combined with decent orbital defenses for key locations and patroling local defense ships for more distant stations/bases is pretty much the defense I use and it seems to work well.

Excellent! Just what I was hoping to hear. [8D]


ORIGINAL: Son_of_Montfort

Escorts.... escorts... escorts...

Like Erik, you want to have some local defense fleets set with key planets are their "home." The helper AI does a fantastic job of sending ships that are unassigned, or assigned to escort duty, to respond in case of pirate attack on mining stations or mining ships. Squelching an empire's economy is serious, and can really hamper production and colony growth - so having a "home defense fleet" is going to be something many players will actively work toward.

SoM

Sorry, I guess I'm being thick again....

So can you, in fact, set it up so that the helper AI will automatically dispatch local defense fleets (or nodal fleets) to trouble spots for you? More specifically, will it do this for you in the event of a serious attack (i.e. invasion by another empire), or does the helper AI do this mostly just with (relatively) less severe attacks like you've outlined?



Okay, I've got a slew of other questions here as well (sorry, I'm just generally inquisitive!)....


What kind of defense/fleet organization & setup do you guys tend to have once you've reached the stage where you have a large (or at least large-ish) empire?

Do you tend to have several major fleet formations? A lot of smaller battle groups with a large central/home fleet? A combination thereof? Something else entirely?

Do capital ships mostly belong only in the larger fleets, or do they have a role in smaller formations as well?



Also: About how close/far away should nodal fleets be to the colonies/stations they're supposed to protect? In other words, how long does it take for them to be mobilized and actually reach the trouble spot they've been dispatched to? (I'm just trying to get an idea of how close/far apart I should station nodal/local defense fleets once I'm in a position where I should start doing so.)


"Evil is easy, and has infinite forms." -- Pascal

Gertjan
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RE: Defensive strategies!

Post by Gertjan »

Wow those are detailed questions :)
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Wade1000
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RE: Defensive strategies!

Post by Wade1000 »

Mobile defense is usually preferable. Stationary defenses are usually best to supplement mobile defenses. Also, the best defense is a good offense, on any scale.
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ypsylon
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RE: Defensive strategies!

Post by ypsylon »

Exactly. No defense, only offense.

Like a Glorious Red Army spread communism across galaxy. [:D]
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elliotg
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RE: Defensive strategies!

Post by elliotg »

ORIGINAL: martok
So can you, in fact, set it up so that the helper AI will automatically dispatch local defense fleets (or nodal fleets) to trouble spots for you? More specifically, will it do this for you in the event of a serious attack (i.e. invasion by another empire), or does the helper AI do this mostly just with (relatively) less severe attacks like you've outlined?
If you leave your ships and/or fleets on "automatic" they will respond to attacks themselves. They'll also choose their own patrol and escort missions, defending your mining stations and civilian ships from attackers.
What kind of defense/fleet organization & setup do you guys tend to have once you've reached the stage where you have a large (or at least large-ish) empire?
This is pretty subjective and depends a lot on personal taste, but I often build lots of frigates (they're fast and reasonably well-armed) and automate them, letting them patrol on their own. Pirates can be pretty intense in the early game, so the more ships patrolling your mining stations, the better. In early game I build up one decent fleet, of mostly destroyers, some cruisers (if available) and some frigates, and use this fleet to take out pirates, once I discover their base.
Do you tend to have several major fleet formations? A lot of smaller battle groups with a large central/home fleet? A combination thereof? Something else entirely?
As your empire gets larger you will probably want multiple fleets. Maybe some smaller ones near your key colonies for defense. And possibly one or two big ones for attacking other empires, etc. But I'm sure everyone will have their own personal strategies [:)]
Do capital ships mostly belong only in the larger fleets, or do they have a role in smaller formations as well?
They work well when assaulting large bases like space ports or defensive bases. So they're probably more useful in attack fleets. But you can use them however you like... [:)]
Also: About how close/far away should nodal fleets be to the colonies/stations they're supposed to protect? In other words, how long does it take for them to be mobilized and actually reach the trouble spot they've been dispatched to? (I'm just trying to get an idea of how close/far apart I should station nodal/local defense fleets once I'm in a position where I should start doing so.)
Depends on the components in the ship design: the reactor(s), hyperdrive and engines will determine its speed. You'll really have to try this out for yourself. But it pays to have fleets spread at strategic locations throughout your empire. Knowing where enemy forces are is key of course, and that means relying on your long range scanners, scouting enemy systems, etc.
PDiFolco
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RE: Defensive strategies!

Post by PDiFolco »

Looks pretty good, I like particularly to be able to automatize patrols and manage big fleets in reserve !
Usually either you'be to mm everything or delegate to the AI then see it doing laughable ludicrous things without any consistency...
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Gertjan
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RE: Defensive strategies!

Post by Gertjan »

How do the different ships compare to each other. For example how much more powerful is a typical cruiser vs a frigate and a destroyer? What other classes are there? Capital ships and battleships? Dreadnaughts etc?
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Sarissofoi
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RE: Defensive strategies!

Post by Sarissofoi »

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See yourself.

Wat concern me more. How space combat is done?
1)Does weapon have accuracy? And is it affected by ships computer(or other component) or target manevr(by ships engine or size)?
2)Is shoots can be miss or be deflected, absorbed, incoming missles can be jammed or shoot down?
3)If there will be diffrent family weapons? Like ballisctic(autocanons, railgans), beam(laser), missle or something?
4) If hits have chance give critical damage? Or is they can pierce thourg armor/shields if they lucky?

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elliotg
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RE: Defensive strategies!

Post by elliotg »

ORIGINAL: Sarissofoi
1)Does weapon have accuracy? And is it affected by ships computer(or other component) or target manevr(by ships engine or size)?
Yes, weapons accuracy is affected by both countermeasures components of the target and targetting component of the attacker. Other factors that affect accuracy include: speed of target (slower targets easier to hit), size of target (bigger targets easier to hit), distance to target (easier to hit when closer). So bases are pretty easy to hit (big and stationary), but small fast ships like escorts and frigates are harder to hit.
2)Is shoots can be miss or be deflected, absorbed, incoming missles can be jammed or shoot down?
Yes, shots can miss. Or if they hit they strike shields first. When shields have been lowered they then strike armor. Then when armor is penetrated they strike the ships components, disabling specific functionality. When all components have been damaged the ship is destroyed.
3)If there will be diffrent family weapons? Like ballisctic(autocanons, railgans), beam(laser), missle or something?
There are beam weapons (shorter-range laser blasts), torpedo weapons (long-range, homing, missile-like energy bolts) and area weapons (omni-directional blast waves)
4) If hits have chance give critical damage? Or is they can pierce thourg armor/shields if they lucky?
Yes, shields take time to lower, then armor is struck. Armor has a reactive rating - weapon damage below this value usually cannot penetrate the armor. This means that an attacker either needs more powerful weapons (more raw damage) or needs to close-in to deliver the full power of their weapons to punch through the armor. Weapons have more power when they are at close range. As they travel further, their damage level drops off.
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Wade1000
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RE: Defensive strategies!

Post by Wade1000 »

Thanks! Sounds excellent.
There are beam weapons (shorter-range laser blasts), torpedo weapons (long-range, homing, missile-like energy bolts) and area weapons (omni-directional blast waves)

1. Are there long range beam weapons also?
2. Torpedo weapons are a kind of advanced homing energy bolt? Cool. Are there typical, solid casing torpedos and missiles also?

3. Is there point defense against missiles, torpedos, and fighters? Oh, actually I think I read that there are currently no carriers or fighters in game.
4. Are there carriers an fighters? :)
5. "area weapons (omni-directional blast waves)":These sound cool. Do they serve as a point defense AND/OR a regular ship attack when many enemies are near?
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Sarissofoi
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RE: Defensive strategies!

Post by Sarissofoi »

Thx for answers.

AD3.
No balisstic weapons?
You know autocannons, mass drivers, railguns, guns shooting solid ammo not a energy.
This is something awesome in ballistic weapons. Any real cat must have real gun not some thing doing zap zap.
My opinion so yeah can be ignored.


and NO CARRIERS! NO FIGHTERS!
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cdbeck
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RE: Defensive strategies!

Post by cdbeck »

I'm not sure Carriers and Fighters would fit in with the overall scale of the universe, but that is my personal view. I never really cared for that sort of thing anyway, from a realism standpoint I was always skeptical that a spacefaring civilization would use this sort of tactic, and I always wondered just what sort of technology acted as an inertial stabilizer for fast ships to prevent them from skittering all over the place or shooting off into space.

Again, I don't want to keep hammering "scope" (sounds like a cheap way to get drunk) - but the limited types of weapons should be seen to represent more of a guns, long-range projectiles, AoE group than a smorgasbord of missiles, drones, guns, lasers, beamers, etc. It isn't like Sword of the Stars, where warships and intimate tactical battles are the main focus. You get huge numbers of ships in multiple fleets that simultaneously deploy across a large universe. Few people would want to be controlling fighters in the midst of all this (and while keeping an eye on you galaxy spanning economy).

That being said, you do get a pretty good amount of detail for each weapon component. Your next researched beam, for example, might be heavier and use more energy, but do more damage and have a greater range. The resources needed to build it might be different. So you might not always automatically upgrade as new weapons are researched. While the sheer number of weapon type options may be lower - the level of detail in the ship design doesn't necessarily suffer. Does that make sense?

SoM
"Neca eos omnes. Deus suos agnoscet!"
(Kill them all. God will know his own.)

-- Arnaud-Armaury, the Albigensian Crusade
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Sarissofoi
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RE: Defensive strategies!

Post by Sarissofoi »

Yeah but you dont give answer for question:
If they are ballistic weapons?
You know kinetic weapons are just better.
http://tvtropes.org/pmwiki/pmwiki.php/M ... JustBetter


And about fighters. This wary.
In the battleship era using fighters dont have much sense(good for recon or fire control but not for real fight) but on the other hand when airplanes advandec and can give a serius damange to a ship tide change.

The problem is cost and efficency. Why built and risk costly battleship when cheap carrier with dozens fighters can make a job better. On the other hand if fighters dont have enough firepower to do thing ten you need battleships.
All is in constant move.
Mobile fast small weapon platforms versus big armored and slow big guns platforms.
I hope you get what I want to tell.

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Wade1000
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RE: Defensive strategies!

Post by Wade1000 »

ORIGINAL: Son_of_Montfort

I'm not sure Carriers and Fighters would fit in with the overall scale of the universe, but that is my personal view. I never really cared for that sort of thing anyway, from a realism standpoint I was always skeptical that a spacefaring civilization would use this sort of tactic, and I always wondered just what sort of technology acted as an inertial stabilizer for fast ships to prevent them from skittering all over the place or shooting off into space.

Again, I don't want to keep hammering "scope" (sounds like a cheap way to get drunk) - but the limited types of weapons should be seen to represent more of a guns, long-range projectiles, AoE group than a smorgasbord of missiles, drones, guns, lasers, beamers, etc. It isn't like Sword of the Stars, where warships and intimate tactical battles are the main focus. You get huge numbers of ships in multiple fleets that simultaneously deploy across a large universe. Few people would want to be controlling fighters in the midst of all this (and while keeping an eye on you galaxy spanning economy).

That being said, you do get a pretty good amount of detail for each weapon component. Your next researched beam, for example, might be heavier and use more energy, but do more damage and have a greater range. The resources needed to build it might be different. So you might not always automatically upgrade as new weapons are researched. While the sheer number of weapon type options may be lower - the level of detail in the ship design doesn't necessarily suffer. Does that make sense?

SoM

Alright, Yeah, that all makes sense and answers questions. It brings things into perspective.
This, like many games of this type, has many abstractions.
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Gertjan
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RE: Defensive strategies!

Post by Gertjan »

Indeed don't make the game too much focused on details of ship combat. That's what I don't like about Sots and Galciv2.
@elliot: what are the maintenance costs of cruisers and capital ships as they don't shop up in the screenshot in this thread.
Could you also say something about the relative strength of the different types of ships?
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