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Thread: Strategies

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  1. #1

    Strategies

    So, While the server is down, what are some of the strategies you are tying/want to try?

    For myself, I think it would be beneficial to research harvesters then orbital defense. Then tech up for terraforming.

  2. #2
    When playing the actual game I will probably start off with those techs as well then who knows. I'd like to try the war route just because it seems like the toughest way to win. Who knows though. I will be experimenting with various strategies throughout the beta test to see what works.

  3. #3
    I definitely feel like you need some kind of economy underpinning a combat/fleet build if you want to win with that. Building a planetkiller without a serious trade or science base seems like it would be impossible.

  4. #4
    IMO i think having Terraforming should be the backbone of any win. Getting resources fast is WINNING

  5. #5
    After the servers go live again I'm going to compare the resource trade off between the combat and fleet routes and see how I feel about it. If fighters end up doing as well as its being implied against super capital ships carriers could be very satisfying

  6. #6
    Well it depends on if research is needed to build mining colony ships, but if not then I am going to blitz my neighbors and take out their mining colonies. If I can keep them pinned down long enough the attrition will give me time to build a fleet to take their primary colonies/homeworld which should give me a large enough strategic advantage to win.

    As it is the speed which ships move at is a huge bonus for someone looking to blitz. Going for combat ships before harvesters doesn't really slow down production because with the new claiming system we will have fewer mining colonies anyway and while I am waiting to build harvesters the resources will stockpile.
    --- *Member of the SCAT alliance* ---
    My device: iPod Touch 4G

  7. #7
    Do we have any idea how fighters do in taking over an enemy planet situation?

  8. #8
    No. I guess you could try to calculate is based on their attack value. We have been told it would take 3 cruisers to take out a claimed planet so find out how many fighters have an equivalant attack value minus the attack value of the carrier and thats how many you will need.

    For a colony with over 100m pop though your going to need equivilant to a few dreads in firepower.
    --- *Member of the SCAT alliance* ---
    My device: iPod Touch 4G

  9. #9
    Quote Originally Posted by Spartanius View Post
    No. I guess you could try to calculate is based on their attack value. We have been told it would take 3 cruisers to take out a claimed planet so find out how many fighters have an equivalant attack value minus the attack value of the carrier and thats how many you will need.

    For a colony with over 100m pop though your going to need equivilant to a few dreads in firepower.
    It looked pretty good to skip offensive initiative and get level two combat instead.

  10. #10
    Quote Originally Posted by Spartanius View Post
    No. I guess you could try to calculate is based on their attack value. We have been told it would take 3 cruisers to take out a claimed planet so find out how many fighters have an equivalant attack value minus the attack value of the carrier and thats how many you will need.
    In the new mechanic it actually takes 4 cruisers to one shot the mining colony. In the process you will lose 1 cruiser. 3 vs the mining colony would be dicey.. It could work, but you will probably lose 2 in the best case scenario. Most times you'll die. 4 cruiser do the Goldielocks damage amount.

    Fighters do great against big ships. Since they are such a little target it's hard for the big ships guns to target them. Unless it's something that is specifically designed to kill fighters like Destroyers. We took a little of that from EvE. We use to play a frigate corp of mercs in the early days of eve, and a group of 20 of us would lock down Tier 1 & 2 battleships and kill them. Sure a few us might get killed in the process, but it was pretty rare. Even when we did get killed it didn't matter since frigates cost nothing to produce.

    Some things to keep in mind.. There is a max object count you can have. Basically anything you put in space counts toward your object count. You have have up to 1000 items. Ships / Orbitals. You can either add shipyards + 10 objects, and there is now a skill in fleet that allows a multiplier to shipyards +10 per rank. So you can get up to 100 objects per shipyard. You don't need the skill though, you could just build shipyards. It's the only item that won't count towards your object count. So having 100 ship yards doesn't mean you only get 900 objects, you still get the 1000.

    If you have 1000 objects and 100 shipyards, and you end up losing 10 shipyards, you won't lose any ships, but you can't build anything above 900, till you replace the shipyards you lose (assuming you had no bonuses from skills).

    We'll add something to the interface to help you keep track of your object counts.

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