Help with station design vs fighters

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Varlun
Posts: 47
Joined: Mon Jun 09, 2014 4:55 am

RE: Help with station design vs fighters

Post by Varlun »

Yeah, Torpedoes work very well. They actually home in a bit, unlike the physical projectiles. Even on 4x speed they find their mark. And they seemed to do just as much damage as the phasers, if not more. And this was only with 100 torpedoes, vs 200 phasers! 200 torpedoes would be very very good.
chaosegg
Posts: 20
Joined: Mon Dec 17, 2012 1:05 pm
Location: The Bitter Hills

RE: Help with station design vs fighters

Post by chaosegg »

A) It's an interesting experiment/challenge- the one-building-defense-optimization-versus carrier/fighters, but I would not consider it [normally] very common in actual gameplay; maybe that is just me though.
E.g. even with single-buildings, alone, sitting around doing important, but hardly unique or irreplaceable things like mining, I usually have just enough firepower & defense on them that I have a reasonable chance of getting a supporting fleet there to back it up before it dies...
and then keep sending reinforcements as your forces arrive and begin to delay the enemy(s)' attack(s)

B) 2 Questions
1. I actually came to the forums to find out how the targeting computer components interact with fighter/bombers. Any info. (or guesses) about how the accuracy bonus components effect your (or your enemies') fighters?
2. RE: Valrun; I assume you're putting armor on your station? If so, have you tried the various tech levels of armor against various fighter tech level damage?
I know armor doesn't tend to regenerate so well, but in theory it might provide a significant time-buffer that could allow you to get reinforcements in time.

C)
ORIGINAL: Varlun
Hmm no I haven't messed with the defense bases. I've just been trying to design a single OP space port. One problem I've run into is that tractor beams will only pull things in to the edge of your model/selection circle. So if you have a huge circle, i.e. a massive space station, then it won't pull them in very close, and thus things such as rail guns don't work very well. So yeah, I can see how having a smaller space port supplemented with smaller defensive stations could make more effective use of those weapons. However, enemy fighters tend to focus one target at a time, so if it isn't incredibly beefy then it's just going to get deleted. I just can't find a way to effectively counter the massive swarms of enemy fighters.
Like SirHoraceHarkness said about building "lots of defense bases with point defense"; I too tend to build some Defense Bases with a mix of fighter bays, blasters, missile & torps usually.
The idea is to force the a.i. to go from one thing to the next...
in the meantime your own firepower may be roughly the same but spread out over multiple overlapping base/targets.
Effectively giving you a lot more 'hit points', meat shield, buffer or whatever you call the time you have bought with your defenses by spreading them out somewhat.
The only (obvious) drawback is cost & build time... so I tend to add 1-2 Defense Base at a time, as my income gradually increases...
starting in locations of the greatest value to my civilization's ongoing/improving functionality (Homeworld, nice Wonders, fast producers, and super-rare resource locations come to mind).
Modify, upgrade, build, or destroy;
in the end 'what' must follow 'why',
and if you have no answer for 'why',
then "to reduce suffering" is a good start.
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