please judge and criticize my ship design methidology

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Jim D Burns
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Joined: Mon Feb 25, 2002 6:00 pm
Location: Salida, CA.

RE: please judge and criticize my ship design methidology

Post by Jim D Burns »

I think an easy solution to the problem is simply to require x number of ships be built of a small class to unlock a single slot of the next size class. So for example, you have to build 5 escorts before you can build 1 frigate. 4 frigates unlocks 1 destroyer slot. 3 destroyers unlocks 1 cruiser and 2 cruisers unlock 1 carrier and 1 capital.

Then make it so each class has a max hull size so you can't turn your escorts into capital sized ships and you're good to go.
Cruis.In
Posts: 202
Joined: Sat Nov 10, 2012 5:31 pm

RE: please judge and criticize my ship design methidology

Post by Cruis.In »

after having played more. Bigger ships cost more and have more maintenance requirements so not sure what's ruined for you endoric. Also take a gander at my strategy.

I build destroyers/frigates with long range weapons to more hang back (concussion / velocity shard) with about 300-400 damage. They've only got the bare minimum plus good shields on them and enough to go between 4/5 speed.

So thats 10 destroyers for like 6000 price. 60k in all. for 4000 firepower.

The cruisers/capital ships are where your fleet support comes from, hyperdeny's, countermeasures, targeting bonuses, fighter bays, etc etc plus they got good firepower and heavy shielding so i send them in front. They cost a whole lot
mellian
Posts: 1
Joined: Fri Dec 14, 2012 3:31 pm

RE: please judge and criticize my ship design methidology

Post by mellian »

I have not gone that far yet, only recently discovered Distant Worlds, one way to encourage different designs is make each component matter, while each having a counter as well a penalty for more of it. Prefer large jack of all trades ships in small fleets? Then spam them with smaller specific roled missile boats and beam snipers out of their range and from different sides while having stealth/high ecm recon target them and an area denial ship to distract and slow them down. The Jacks get overwhelmed and taken out. While they take their sweet time building replacements and smaller numbers of them, your larger fleet of smaller specific ships can hit and run or focus in the hole the destroyed small Jack fleet left. The Jack player will then either forced to adapt in design and or tactics, else lose.

Master of Orion 3 was awesome for that, if only publishers were not an ass and developers had more time to complete the game as intended with working AI and AI ground invasions...



Brainsucker
Posts: 100
Joined: Mon Aug 02, 2010 8:18 am

RE: please judge and criticize my ship design methidology

Post by Brainsucker »

In my recent play, I use a new concept for my military ship design, and divided them into three force. But before that, I would divided my ship category into three role

Specialist ASW Ship (Anti Ship Weapon, not Anti Submarine Weapon).
Elite Class = Destroyer (Big, meany, a lot of protection. The tank of the fleet. ASW ship for Deep Space Military Operation)
Second Class = Frigate (Medium to big, shallow space oriented mission ship to protect important star systems)
Economical Class = Escort (Small, fast, agile, but cheap)

Multi purpose Ship
Elite Class = Capital Ship (the flagship of the fleet. Equipped with the best radar and all sophisticated equipment)
Economical Class = Cruiser (Deep Space Oriented Mission Ship, capable of doing all military mission far from a friendly fuel depot)

Assault
Troop Transport (you know that)

And I divided my Starfleet into three Star Fleet / Forces

1. Star Defense Fleet
- The protector of my homeland. Mainly use ASW ships like Destroyer, Escort and Frigate. Their design philosophy is intercept the enemy as soon as possible. They don't have a lot of fuel container

The organization of this fleet is :
- Escort : Independent / Automatic Ships. Usually Escort Type Ship
- Patrol : Usually contain 3 ships in one group. Early game only for anti piracy mission
- Squadron : Contain 5 - 10 ships of the ship type (all frigates or Destroyers)
- Group : Contain more than 10 ships of mixed type

2. Deep Space Fleet
- An away fleet to conduct military mission far from my homeland. Because of this, I use big ships with all kind of equipments, and protected by destroyers. DSF Ships equipped with all type of weaponry to make them versatile. That's why I put destroyers to protect them.

The organization of this fleet :

- Squadron = A group of Destroyers for Space Superiority Missions.
- Task Force = A mixed units group for all purpose military missions.
- Command = The headquarter of a theater of the fleet. Contain Refuel Ships and long range scanner ships

3. Space Marine
- A force for invading / assault the enemy planet.







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Plant
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Joined: Tue Apr 23, 2013 11:57 am

RE: please judge and criticize my ship design methidology

Post by Plant »

I have to ask, are you roleplaying, or do you think that it is an effective concept?
Brainsucker
Posts: 100
Joined: Mon Aug 02, 2010 8:18 am

RE: please judge and criticize my ship design methidology

Post by Brainsucker »

well, a bit of role play doesn't hurt; as it's work - with of course, a little modification in the way. I play as Military Dictator with 700% research, Restless Opposition, normal difficulty with maximum Pirate (nearest) and I still okay until now. I won two wars, make my second enemy pay tribute to me, and now I'm at war against the strongest superpower in my game.

Of course, the original plan can't work against everyone. I change my doctrine in every war. But the basic is always the same. But that is the beauty of the role play.

The basic : Big fleet (around 17-20 and maybe more in the future) : For Space Superiority, Marine Corps for assault Mission, Raider Teams (right now 5 units Frigate) for Low - Medium Threat Missions, Recon Teams act like Modern Day AWAC.

Space superiority : Defending planet from the enemy Full Scale Invasion, attacking the enemy Fortress
Low - Medium Threat Mission : Attacking Pirate Bases, Enemy Mines, etc as usually not protected by Defensive Bases and Heavily defended Space Port.
Assault Mission : Planetary Bombardment, Planetary Assault
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Plant
Posts: 418
Joined: Tue Apr 23, 2013 11:57 am

RE: please judge and criticize my ship design methidology

Post by Plant »

That's good, I wouldn't want to critique someone who is having fun micromanaging his roleplaying. I didn't ask for you start settings...or for further extrapolation of your roleplaying.

You use a new concept...yet the basic is always the same? :P


Brainsucker
Posts: 100
Joined: Mon Aug 02, 2010 8:18 am

RE: please judge and criticize my ship design methidology

Post by Brainsucker »

The concept is always the same. I think the other people use the same method as it is the effective method of organize your fleet. I don't know

The basic is :
Big fleet (put a lot of ships in there) for attack and defend. But mostly to destroy the enemy fortification like Defensive Base and Space Port; and to defend against the enemy invasion.
Raiders Team (5 - 6 ships, for me Frigates) for raiding the enemy mining base or other less defend-able objects and raiding the pirate bases
and Assault Fleet (Troop Transports, I call them Marine Corps) for assaulting the enemy planet with troop.

It is the ship role and the composition of each fleet that different and always change. Previously, I planned to use the Capital and Cruiser slot for multi purpose ship that capable of Long Range Mission. But right now I use my Cruiser Slot for 2 role. Light Carrier and my biggest ASW (anti ship weapon) Ship, while I use my Capital Slot as AWACS ship (Equipped with long range sensor). But I guess it will change later, as the range of my enemy territory is farther than before. I'm about in need of long range ship. Well the design policy and the fleet content are always change depend on the enemy capability.

Because using the Military Dictator Gov System, There are always enemies that surpass my technology capability, and my economy won't make me the richest guy in the galaxy. That's why I always use two tier of ship class with the same role. Elite (the biggest, the meanies but expensive ship) and economy Version (cheap, a bit weak, smaller) to fill the rank of my fleet. Well, creating the biggest yet expensive is simple, but creating the economy version is a bit tough. Because I can't let these little ships to become the enemy cannon fodder.
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