weaponizing mining stations

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Blueberry
Posts: 87
Joined: Fri Dec 16, 2011 3:30 pm
Location: Distant Worlds

RE: weaponizing mining stations

Post by Blueberry »

ORIGINAL: adecoy95

considering that by following the adviser for ship construction in my last game i had somewhere in the range of over a thousand military ships for a 30 planet empire, i don't bother arming civilian stations.

plus any money you spend in defense just means less stations/ships for the civilian sector, i dont even give the freighters shields.

Over a thousand military ships is actually quite interesting and the very opposite of my own strategy. Prefer quality over quantity. Not saying your ships are any less effective though and, indeed, no empire consisting of 30 planets is a small one. I manage my game manually without any automation whatsoever and therefore, in my case, in order to avoid some tedious micromanagement issues I prefer cruisers and capitals to anything less.

Makes sense to add some weapons and shields on mining stations and leave those to deal with minor threats themselves. As long as my military is there watching the systems and patrolling the borders, I don't care much for my freighters to be honest. They do just fine without my special attention. It's all down to personal preference and style.

Curious though, arming and 'armouring' mining stating or building respective military ships to patrol those.... In the long run, which of those would be more financially beneficial to some grand empire.

adecoy95, could you please tell us what was the relative ratio of military ship types. How many defense bases you had?
Modest
Posts: 172
Joined: Sat Nov 26, 2011 2:20 pm
Location: Warsaw, Poland

RE: weaponizing mining stations

Post by Modest »

It would be a good to have not only military grade weapons but also a civilian/security grade weapons. In that situations trading ships would be unable to have military grade weapons but could be armed for protection using civilian/security grade weapons. Whenever You resherch a new wepon (for exemple maxon blaster - yes, I know it is a starting weapon, but it is also only an example of my idea) than You get it as a military grade and civ/sec grade. Military is normal, but civ/security is X% weeker, Y% cheaper and Z% less maitandance is needed. How much it should be those X, Y and Z? I do not know - this is balancing issue. Of course some weapons would be only military grade (afther all what is the point of having civ/sec grade nuclear bombs for trader? Yesssss... Self protection ;P). Of course this is only an idea...

As for putting weapons on mining stations - I prefer to do so, but only a little so they can fight of single pirate ships, not more (two missiles for example).
themetalcrow
Posts: 69
Joined: Sun Jan 24, 2010 4:35 pm

RE: weaponizing mining stations

Post by themetalcrow »

i don't really feel they are gamey or exploits, especially for combatting pirates, cuz you still need to get ships there to really totally repel pirates.

i usually play normal pirates average distance and they do enough harm to my stations w/o weapons that i don't think arming them would be gamey to pirates.

i felt they might be an exploit to the player if the ai doesn't take advantage of this feature against pirates when the player can and does.
i haven't noticed if the ai does yet or not. has anybody else come across any armed stations from ai empires?

im playing ROTS but am curious if the ai empire arm stations at all in any version?

garrett
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feelotraveller
Posts: 1040
Joined: Mon Sep 12, 2011 10:08 am

RE: weaponizing mining stations

Post by feelotraveller »

The only armed mining stations I have ever seen the computer have are ones that I have sold/given them. I don't consider arming them gamey, although I doubt it's overall effectiveness. Granted that it is sometimes worth arming some mining stations, but most of the time most of the stations aren't worth arming, in my experience. Remember pirates have an amusing tendency to run away from stationary targets once their shields drop below a certain level (50% in 1.7.0.7).

I am expecting with the upcoming changes to designs to be able to tell the computer to build armed mining stations. I don't think that this will be the massive advantage some people seem think it will be for the computer. But time will tell.
balto
Posts: 1124
Joined: Sat Mar 04, 2006 5:18 am
Location: Maryland

RE: weaponizing mining stations

Post by balto »

1000 ships and 30 planets. To get a 1000 ships, that would take quite a while to be able to build and sustain that. I take you have had the upper hand over the AI for the vast majority (90%) of the game?
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adecoy95
Posts: 420
Joined: Fri Mar 26, 2010 2:01 am

RE: weaponizing mining stations

Post by adecoy95 »

ORIGINAL: Blueberry

ORIGINAL: adecoy95

considering that by following the adviser for ship construction in my last game i had somewhere in the range of over a thousand military ships for a 30 planet empire, i don't bother arming civilian stations.

plus any money you spend in defense just means less stations/ships for the civilian sector, i dont even give the freighters shields.

Over a thousand military ships is actually quite interesting and the very opposite of my own strategy. Prefer quality over quantity. Not saying your ships are any less effective though and, indeed, no empire consisting of 30 planets is a small one. I manage my game manually without any automation whatsoever and therefore, in my case, in order to avoid some tedious micromanagement issues I prefer cruisers and capitals to anything less.

Makes sense to add some weapons and shields on mining stations and leave those to deal with minor threats themselves. As long as my military is there watching the systems and patrolling the borders, I don't care much for my freighters to be honest. They do just fine without my special attention. It's all down to personal preference and style.

Curious though, arming and 'armouring' mining stating or building respective military ships to patrol those.... In the long run, which of those would be more financially beneficial to some grand empire.

adecoy95, could you please tell us what was the relative ratio of military ship types. How many defense bases you had?

Image

here ya go, this is the first autosave before a crash, i admit i headdesked a bit because right before it crashed i had finished adjusting all my ships for new technologies and building a handful of energy converters at stars, while also finishing up world destroyers and even a WAR, (all in 30 mins lol) so, i dont have as many ships in this screen as i did

and by 30 planets, i mean around 30 CORE planets, i have alot of unfarmed colony worlds

oh and i prefer quality as much as anyone, but all you really need is lightly shielded ships with long range torpedoes, they will make short work of any enemy vessel, i have watched a single escort ship take on an entire pirate fleet
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the1sean
Posts: 854
Joined: Mon May 10, 2010 11:04 pm
Location: Texas, USA

RE: weaponizing mining stations

Post by the1sean »

ORIGINAL: adecoy95

here ya go, this is the first autosave before a crash, i admit i headdesked a bit because right before it crashed i had finished adjusting all my ships for new technologies and building a handful of energy converters at stars, while also finishing up world destroyers and even a WAR, (all in 30 mins lol)
OUCH! I feel your pain!
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