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RE: weaponizing mining stations
Posted: Thu Dec 29, 2011 1:34 pm
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?
RE: weaponizing mining stations
Posted: Thu Dec 29, 2011 3:29 pm
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).
RE: weaponizing mining stations
Posted: Thu Dec 29, 2011 8:51 pm
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
RE: weaponizing mining stations
Posted: Thu Dec 29, 2011 9:21 pm
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.
RE: weaponizing mining stations
Posted: Fri Dec 30, 2011 1:23 am
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?
RE: weaponizing mining stations
Posted: Fri Dec 30, 2011 8:44 pm
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?
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
RE: weaponizing mining stations
Posted: Fri Dec 30, 2011 9:04 pm
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!