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icon3.gif  Tricks of the Trade (long) Fri, 07 November 2003 09:30 Go to next message
overworked is currently offline overworked

 
Lt. Junior Grade

Messages: 403
Registered: November 2002
Location: Pittsburgh, PA

Most of the below content comes from an August 1999 post to the rec.games.computer.stars newsgroup by Art Lathrop. He collected a lot of "tricks" and grouped them roughly as beginner, intermediate, and advanced. (Art also has/had a good website directory of Stars!-related sites and should be recognized by all as an important contributor to the Stars community.)

I'll also notate any additional items I add (or major modifications.) I think this article is useful for the forum since it collects a number of interesting ideas and concepts in a single place. Thus, a good addition for the Academy.

- Kurt

=======

Tricks of the Trade
Last Update: August 28, 1999
There are many tactics that players use that use that not everyone knows. I was discussing compiling a list with another web host several months ago. I have organized the tricks into three categories (beginner, intermediate, and advanced). This largely reflects how common the tactic is, how important it
is to learn, and at what level player the advice is aimed. Please note that some of the items included may seem VERY basic; however, they address questions I see commonly on the newsgroup or mistakes I see in games. My goal here is to focus on tactics rather than a comprehensive strategy. Any site(s) that I mention in this have their URLs listed at the end of the
article. My thanks to those who posted replies helping me build the list. <I pulled the URLs.>

Beginner
Boosters - Boosters are small ships that basically act as fuel tanks for your fleets allowing you to move more quickly (mainly for settling planets or moving your population around). Most people just use their long range scouts for this; however, Bill Butler has pointed out that destroyers specially designed for this are much more efficient as fuel tanks. Another option is not to fill privateer transports as fully. These privateers are
more expensive than the destroyers, but they can be used also as transports.

Chaff - Small, cheap ships make good defenses against missiles, as the missile ships will waste their shots attacking these ships instead of your more important ships. The Advanced FAQ has an extensive section on chaff.
You can also find information at the Stars!Web Players Lounge.

<Addition to Chaff>
Chaff works since the Stars! battle engine selects targets based on a targetting formula. This calculation is based on the resource cost and boranium cost of the ship divided by the "toughness" of the target. "Toughness" being total defense points of the target (armor + shields) and taking such effects as computers, jammers, and capital missile double damage against unshielded targets into account. However, the targetting code does not take into account the "overkill" of firing a high damage missile at a 30dp scout; where the extra damage does not pass on to other ships do to the "one missile, one kill" rule.

Thus, the "attractiveness" of any ship design can be calculated. Most chaff designs have a very high rating.
<end Addition>

Efficient Scouting - The fastest path for scouting with penetrating scanners rarely involves a waypoint at a planet. Instead, you should try to set your waypoints so that they are in between planets allowing the largest number to be scanned at any one time. Also, you can improve your speed by deliberately setting waypoints that are at the maximum distance you can
travel one year at a given speed. While this is a little more time consuming than setting one or two waypoints a few hundred light years apart, carefully setting the waypoints will improve your fuel usage and also allow you to scan more planets with fewer ships.

Mineral Packets - Packets kill. A mass driver at your base is not enough. You need to have strong planetary defenses to protect yourself against the faster warp packets. Build defenses on your border worlds before your opponent takes advantage of the situation. Also remember that in-space packets move before production. If you see a packet in space and you don't have defenses on your
planet nor freighters in orbit, you are in trouble.

Shadow Fleet - Instead of trying to cloak your entire fleet of warships, try cloaking just a part of it. Partial cloaking is cheaper than trying to cloak the entire fleet at 97% or 98% and far better than having the entire fleet cloaked at anything less than that. The first time you use this you should be able to catch your opponent off guard. If you make a habit of including some cloaked ships with all your war fleets, your opponents will rarely know for certain how large the fleet they are facing truly is.

Terror Ships - While much more effective in the hands of SS, any race can create terror ships. The general idea is to send 30 or so 98% cloaked ships into your enemy's space. The ships should be equipped with a few weapons, mine dispensers, and penetrating scanners (the robber baron is ideal, for SS of course). Use these ships to destroy unarmed utility ships, sweep minefields, steal minerals, and get good scans of your enemy's space. This strategy will not work against IS, or anyone else who has managed to acquire a tachyon detector.

Planet-Hopping (Added) - Tactical surprise is often an important element in winning battles. Direct routing to a target planet might get you there in the least amount of time, but if the opponent has even cursory scanning capability your attack will be spotted well before it arrives. Given that many race designs have limited pen-scanning capabilites, or don't develop it until the middle of the game an approach made by hopping from planet to planet might prove more effective since it preserves the chance to achieve surprise.

Settler's Delight (Added) - HE players should analyze how useful this engine really is! It only goes on the mini-colonizer hull, but who says you can only put colonizer pods on that hull? Additional options are a fuel tank to make an efficient small tanker, or a cargo pod to make a mini-freighter. Initial analysis might indicate that these are less efficient to build compared to medium freighters in terms of resources and minerals. However, the fuel efficiency of the Settler's Delight, even at high speed, makes this a potential option. Even more so if the race does not have the Fuel Mizer engine via the IFE LRT.

Tech Exchange (added) - You can transfer technology levels to allies via three methods. Scrapping, battle (commonly called "wolf/lamb"), and invasion (commonly called "pop-drop"). There are articles on the forum describing and comparing these three methods in greater detail.

Intermediate
Baiting - This can be a useful tactic for sweeping minefields. Use two sweeping fleets; however, only have one near the target at any time. Have the other move back to a larger fleet or planet. If your opponent tries to intercept the ships, he will have to fight the larger force. With cloaked ships you can use this to lure your opponents ships to their death. Without
cloaked ships this can be an effective way to keep your enemy's minefields very small. Be careful not to send the ships repeatedly to the same spot.
Also, you will need to change ships or such to prevent your enemy from targeting the sweeping fleet before it moves. Another thing that you must watch for is your opponent increasing the number of minelayers present. If your ships are in the minefield after sweeping takes place, they may be
destroyed when they move back to their home.

Deceptive Naming - By assigning misleading names (or identical) names to your ships you can trip up your opponents. Some players recommend against this tactic, while others are for it. Be warned it will add not only to your enemy's micro-management, but also your own. If you are really unlucky, your
neighbors will gang up on you just to get rid of the headache of keeping track of your ships.

Disguised Movement - Keep your opponent guessing for as long as possible. If you are going to attack a particular planet do not make a direct approach that he will be able to see. Instead, set a waypoint in between that is as far off course from your intended target as possible. This will keep your
opponent guessing. This works best when you force your opponent to guess which of many potential targets you will pick. Remember, that he can always target your fleet instead of trying to guess, so an even more effective version of this includes the possibility that you won't attack, and will instead retreat to a larger force. You can also use your own planets to hide some of your movement.
That sort of movement is less likely to be noticed and also could be interpreted as your just resupplying a particular planet (in the case of freighters) or building up a fleet (warships).

"The Flying Orgy" - By putting fleets of ships with amazing cargo capacities in orbit around their worlds, IS can create a second population for capping off their world's populations and for pop dropping. Remember that defenses will never stop more than 75% of invading colonists. If you have 4,000,000 colonists to spare, you can take nearly any planet.

No Villain Here - Going on a mad rampage against your neighbors may get you planets, but it will also earn you a lot of enemies. You will find the path to galactic domination much smoother if you do not make enemies of everyone at once. Being to nasty will allow competitors to organize large coalitions
against you (even if they are the ones everyone should be worried about).
Instead, sugarcoat your aggression with plausible diplomatic excuses for crushing your foes. Even evil emperors need to play their diplomatic cards right.

Overcloaking - By building massive Nubians with a large number of cloaking devices all races are able to cloak any ship they wish. SS building these ships can produce a ship that can cloak around 6,000 kT of ships at 98%.
This also allows that an SS race to not waste a ship slot on their combat vessels on cloaking devices; however, it is simpler (though less effective) just to add the cloaking devices to most warships and then use these ships to hide things like chaff.
<There are threads on the forum discussing Overcloaker design.>

Rapid Minesweeping - This strategy is really a variation of baiting. By using tough ships, such as battleships, dreadnaughts, well protected cruisers, and Nubians you can clear a large enemy minefield in two or three years. Send three or more ships, in separate fleets, at full speed towards
a point that will expose whatever your target is. The ships will most likely be stopped by the mines and damaged (hence, the need for tough ships); however, they should easily clear a large portion of the field.
They retreat back to the main group while another group does the same thing (make sure you pick a slightly different point than where the previous ships ended up). After three years or so, you should have mostly cleared the area. Of course, your opponent will be well aware of your target, so it is good to occasionally pick a different target and perhaps use chaff
minesweeping (see below) to attack a planet that is near your original target.

Reduced Fuel Consumption - Often you can reduce your fuel consumption by setting waypoints and then traveling to those waypoints at a slower speed.
For example, lets say you need to travel 260 light years to some planet to colonize it. You could travel four years at warp 9 or you could travel three years at warp 8 and one year at warp 9. Of course you need to make sure that your waypoints are on a straight line to your target and that they are spaced the maximum distance apart for whatever speed you are traveling.
Usually when I use this fuel reduction strategy, it would be more like traveling three years at warp 9 and then one or two years at warp 8. So why use this? Well, for short journeys you should not use this since it is just a waste of MM time. But in the early part of the game, you often cannot travel warp 9 all the way to whatever planet you want to drop colonists on or colonize. You are faced with two options, reduce your cargo or go slower.
By lowering your fuel consumption you maybe able to get there with a full load - at the very least you will be able to get there with a greater load.
Remember, you can't always use this trick, but it can speed things up in the early part of the game when any little advantage can help. Of course you can also look at this trick in reverse (that is you are traveling warp 8 and you decided to travel warp 9 for a year or two).

Strategic Mine Laying - If you drop off a few minelayers on your way to attack your enemy, you can give yourself an escape corridor. Simply place the minelayers so that they will lay a path of fields leading away from your target planet. Your enemy will risk striking your mines as you move quickly through the fields. Note that the fields must go up the same year that the
attack takes place.

Interdiction Mine Laying (added) - Accompany a planetary attack by sending some minelayers *past* the targetted planet to lay mines the turn you attack. The next year you have some fields in place to impede an enemy counterattack. Obviously more effective with an SD PRT race.
On a strategic level this could involve infiltrating cloaked layers into enemy space to interfere with the movement of warships that are too heavy to gate efficiently as well.

Advanced
Ally of Doom - In a strong, secret alliance, ships can be given to one member while the others play dumb. The leader goes on the rampage. This strategy has two benefits. First attacks can be more easily coordinated.
Second, it can be effect in waging psychological warfare against your opponents since the leader seems to have an endless supply of ships.

Chaff Mine Sweeping - By sacrificing ships, one can sweep a mine field DURING the movement phase - allowing ships that move later to move without risk of striking a mine. See The Advanced FAQ's chaff section for details on this strategy. You can also find information at the Stars!Web Players Lounge. This strategy can be extremely effective if you first sweep the mines away from one target and then attack a second target that is protected by mines. Few opponents will anticipate this maneuver.

Anti-Chaff Sweeping (added) - A counter tactic to a chaff sweeping attempt is to suddenly set the attacker to "friend" status. The chaff thus transits the minefield without any collisions that will remove mines. An SD race can also set the field to detonate - which will then destroy the chaff. Also a viable option when being attacked by two races, set the race that is expected to chaff sweep to "friend" while leaving the higher numbered race as an enemy.

Shielded chaff - By picking the correct shields, you can make it so that beamers attack your chaff last, while missile ships attack your chaff first.
This will increase the cost of your chaff, but on the other hand you will not have to worry about them being destroyed by high initiative beamers.
This tactic is not so appealing unless you have a number of beamer warships to absorb the damage. Also note that if you use inexpensive shields, the chaff will become completely useless because missile weapons will not target them first (look for details on target attractiveness to determine which shields to use). I have not seen this strategy used in a game yet.
<This is discussed every so often - and it seems most players do not think it is that effective of a trick.>

Warp 10.04 - Ships movement is always rounded up and you can use this advantage to get just a little further than you would normally be able to travel. By setting waypoints you can take advantage of the rounding to go, for example, 201 light-years in two years or 302 light-years in three years.
It is a small advantage, but sometimes it can be worth it.

=======


[Updated on: Mon, 30 April 2012 10:37] by Moderator


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Re: Tricks of the Trade (long) Fri, 07 November 2003 10:01 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
overworked wrote on Fri, 07 November 2003 09:30

Boosters -

DDs are good booster designs, you should arm them too, the projection of force early will probably be very helpful, and the additional cost is minimal.

Some races should use special ships for boosters:
HE - mini colonizer with fuel tank (use that Settler's Delight).
IS - Fuel Transport ship is great.
SD - Mini layer with no mines and a fuel tank.
JOAT - Scout with tank (the free scanning is not something you should turn down).

Most other races might want to go with the scout for the scanning anyway. If you're in a game without PPS, and even with it, you really need good scouting, especially early to find the good worlds.

overworked wrote on Fri, 07 November 2003 09:30

Efficient Scouting - The fastest path for scouting with penetrating scanners rarely involves a waypoint at a planet.


The problem with this is that people will know you've got pen scanners. If it's early, they know you're either JOAT or SS. They can also see you a lot easier in space then in orbit.

overworked wrote on Fri, 07 November 2003 09:30

Deceptive Naming -


At most this just tends to annoy me. If I can't figure your ships out by name, I'll get into a habit of looking at the design. However, if it messes you up (building the wrong thing) that could be much more costly.

overworked wrote on Fri, 07 November 2003 09:30

Reduced Fuel Consumption -


I have a program to figure this out, I'll have to post it soon.

overworked wrote on Fri, 07 November 2003 09:30

Shielded chaff -


As mentioned on the news group by Iztok, you can make shielded chaff more attractive by damaging it first. Two options: Use the min damage bug to have an ally damage your chaff but not kill them. Overgate them, if you're not IT, some will die however.

[edit - fixed quoting]


[Updated on: Fri, 07 November 2003 10:02]




- LEit

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Re: Tricks of the Trade (long) Fri, 07 November 2003 16:21 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
I would add just one more newbie tactic not everybody use...
"Low MM scouting" ... Useful for non-joats. Set the scout orders to "colonize" and it choose the best warp itself. Then you can click about 10 planets in a line and done.

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Re: Tricks of the Trade (long) Fri, 07 November 2003 16:58 Go to previous messageGo to next message
Orca

 
Chief Warrant Officer 1

Messages: 148
Registered: June 2003
Location: Orbiting tower at the L5 ...
A few other tips and tricks that can be quite handy:

Don't be afraid to overdrive engines that aren't capable of warp 10 safely if it provides a tactical advantage.

Don't be afraid to overgate if it provides a tactical advantage. (Yes, you CAN gate 20 missile battleships through a 300/500. Or a cruiser through a 100/250.) While it can prove expensive, there are times when it's rather useful. Just be careful never to exceed the limits by 5x.

Lots of little minefields rather than a few large ones. They're harder to sweep - which can provide an extra turn to you unless your opponent chaff sweeps. Highly cloaked galleon-based minelayers (if not SS) can be annoying to sweep, and allow you to more easily lay mines in space. Note that when you do this, you should move immediately after laying any mines to prevent your ships from being shot down when the minefield gives away their location.

When chaff sweeping (assuming you're using frigate chaff), set the speed at warp 10, and send the chaff *past* the target for a better chance of hitting a mine. Picked this one up from LEit. Smile

Build your ships so they're easy to gate. Mobility provides you with enormous flexibility in choosing where and when to strike or defend - as well as makes gathering your production much faster.

Mineral packets: Unless you're a PP, do not use mineral packets for mineral distribution (unless you're distributing them to your enemies at warp 13). Though it's a good idea to evacuate minerals via packet if a world is about to come under attack and you don't have enough freighters to pull everything out. Mineral packets eat 10% of the minerals that are put into the packet - can you really afford a 10% tax on each transfer?

There is no such thing as too many colonists. Even when your empire is maxing out its planets, keep at least a few at 50% to have extra colonists available when your master plan works and leaves you standing over the remains of your enemy's empire.

Scout aggressively. You can't counter a threat you don't know about. A corollary is that you shouldn't trust scan data from penetrating scanners until you've sent a ship to verify there are no cloaked ships in orbit.

Fork enemy planets. If they can't guess where you're going, they can't counter you easily. Which leads to...

Sweep aggressively. Ideally keep all the fields along any point of contact with your opponent swept down to nothing (or as close as you can manage).

Avoid the more expensive standard engines whenever you can - and especially when they're mated to an otherwise cheap vessel (any warship smaller than a battleship, fuel transports and minibombers/b17's. And freighters, though there the flexibility can be worth the cost. But it's something to consider.)

Never EVER leave a base unarmed and unshielded.

Always build a fort over new colonies as soon as you can to prevent casual pop dropping.

When building on a base, rather than splitting like weapons among multiple slots (like the starting starbases), make sure you max out a slot before moving onto the next one. This makes incremental upgrading cheaper.

Make sure your freighters are shielded sufficiently to survive a mine hit (this isn't possible with the medium freighter and you should never use the small freighter).

If you're lucky enough to get the MT Cargo pod, congratulations! Your B17's can now be mine-resistant when stacked.

Race tips:

Never ever reduce the efficiency of your mines. It's just not worth it.

Never have mines more expensive than 4 (and really, they should be 3 unless there are major mitigating circumstances).

Unless you know what you're doing, consider the population efficiency to have only two settings - 1/2500 and 1/1000. Any point gain you get with the intermediate values between those two is outweighed by the loss in speed, and dropping the pop eff below 1/1000 is incredibly expensive.

When you're a JoAT early in the game, planet-hop rather than moving between worlds. And throw at least a bat scanner on your scouts - it shou
...



[Updated on: Fri, 07 November 2003 17:10]




Jesus saves.
Allah forgives.
Cthulhu thinks you'd make a nice sandwich.

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Re: Tricks of the Trade (long) Fri, 07 November 2003 17:18 Go to previous messageGo to next message
The Taubat is currently offline The Taubat

 
Officer Cadet 3rd Year

Messages: 263
Registered: December 2002
another uselful tip, take one tech feild normal,even more so when its prop, or elec if your JOAT or SS, if you can spare the 50 points, its well worth it, even more so when you are SS, as they are weak early on.


Royal Sha'a'kar of the Taubat people

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Re: Tricks of the Trade (long) Wed, 12 November 2003 03:20 Go to previous messageGo to next message
Robert is currently offline Robert

 
Lt. Junior Grade

Messages: 393
Registered: November 2002
Location: Dortmund, Germany
Another Trick:
When chaffsweeping a SD minefield, that is centered at a planet, and you sweep it completely, you will still get damaged by the detonation when being in orbit around the planet. So as SD it can make sense to lay minefields around every planet and detonate them when being attacked.

More SD trick:
Ships will be produced after minefield detonation. So when you are SD and you detonate your own minefield you can be sure the attacker has no chaff, but you got the chaff you built that turn.
SDs can make better use of ISB, cause they will moste likely face less chaff than other PRTs making the ultra more valuable than for other PRTs.

Remember:
1.) Never fight SD
2.) Never ally SD

(stolen from Blue Turbit)



2b v !2b -> ?

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Re: Tricks of the Trade (long) Wed, 12 November 2003 06:35 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Robert wrote on Wed, 12 November 2003 10:20

1.) Never fight SD



That is not too good a suggestion.

Simply "Never fight SD"? Should one wait until SD die himself of old age? Nope. "Never fight SD on equal grounds" is OK. "Never fight SD if you dont know what you are doing" is also OK.

Consider, "guys lets gang against that SD" diplomacy line gets positive response from most neighbours, because one with brain wants not to ally him. Wink Have toasted SD before and will continue that in the future.



[Updated on: Wed, 12 November 2003 06:37]

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Re: Tricks of the Trade (long) Wed, 12 November 2003 07:45 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
Quote:

1.) Never fight SD

... if he's better then you are;
... if he's bigger then you are;
... if you don't want to invest A LOT of time into killing his layers/sweepers/minefields. Not doing that you're basically giving the initiative to him, and that's the first step to the final defeat.

IMO the last rule applies to fighting ANY PRT.
BR, Iztok



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Re: Tricks of the Trade (long) Wed, 12 November 2003 08:03 Go to previous messageGo to next message
Sgt. Bulldog is currently offline Sgt. Bulldog

 
Senior Chief Petty Officer

Messages: 88
Registered: November 2002
Location: dk
overworked wrote on Fri, 07 November 2003 09:30


Anti-Chaff Sweeping (added) - A counter tactic to a chaff sweeping attempt is to suddenly set the attacker to "friend" status. The chaff thus transits the minefield without any collisions that will remove mines.



The downside of this is that his warships will also pass through you minefields and reach their target. Since chaffsweeping is mostly (?) used on the same year as the actual attack (or else it pays better to use sweepers), I don't think there's much of a point.

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Re: Tricks of the Trade (long) Wed, 12 November 2003 08:49 Go to previous messageGo to next message
Robert is currently offline Robert

 
Lt. Junior Grade

Messages: 393
Registered: November 2002
Location: Dortmund, Germany
Never fight SD is ment to be funny and show how annoying and MM intensive this can be...

SD win because people tend to give up the MM war some day, or SD give up some day by themself Cool

Ok, the tricks are still useful in some cases... One I forgot:
it MIGHT make sense for SD to set his enemy to friend to prevent him from chaffsweeping, so he tries to and will still get damaged by the detonation... ok - this has many side effects and is more of a theoretical type... but can be surprising and funny Twisted Evil



2b v !2b -> ?

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Re: Tricks of the Trade (long) Wed, 12 November 2003 09:16 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
Quote:

Since chaffsweeping is mostly (?) used on the same year as the actual attack (or else it pays better to use sweepers), I don't think there's much of a point.


The point is: a SD player decides if there will be chaff in the battle or not, and acts respectively.
Like: he removes all ships from nearby planets and detonates minefields. Opponent attacks one planet, wins the battle (if any), but loses all chaff (and maybe bombers). What can opponent then do without chaff, when he's surrounded by SD's fleets and by minefields the SD player just laid? Still not much of a point? Wink I've faced that situation once. Was painful enough lesson to not repeat it anymore.
BR, Iztok

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Re: Tricks of the Trade (long) Wed, 12 November 2003 10:45 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
Sgt. Bulldog wrote on Wed, 12 November 2003 08:03

The downside of this is that his warships will also pass through you minefields and reach their target. Since chaffsweeping is mostly (?) used on the same year as the actual attack (or else it pays better to use sweepers), I don't think there's much of a point.


If you think some one will chaff sweep, the field isn't going to be there, so it won't affect anything. For an SD if you set them to friend, the chaff will fly through it, and then it will detonate, hitting the whole fleet. Much better then just hitting 20 chaff or so.

I recently used this in a game and not as an SD. I was defending a world (in enemy space) against an alliance of 3 races. One of them didn't have enough of a fleet there to make a big differnece, but the other two could beat me. I had a mine field (std and speed - I'm an IS) they could easily chaff sweep it however. So I set the lowest player to friend, and if they had attacked, his chaff (and fleet) would have flown right through my mines. His allies however, would have to go warp 10 through a speed trap, and probably wouldn't have made it.

Unfortunatly they didn't attack there. Setting the one player to friend for a turn did cause a few problems where I didn't sweep his mines in places I forgot to set orders to attack him, however, in general it didn't cause many problems at all. If he had guessed that and swept all my fields at warp 10 and/or gated ships into my worlds



- LEit

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Re: Tricks of the Trade (long) Wed, 12 November 2003 11:29 Go to previous messageGo to next message
Orca

 
Chief Warrant Officer 1

Messages: 148
Registered: June 2003
Location: Orbiting tower at the L5 ...
Robert wrote on Wed, 12 November 2003 03:20

Another Trick:
When chaffsweeping a SD minefield, that is centered at a planet, and you sweep it completely, you will still get damaged by the detonation when being in orbit around the planet. So as SD it can make sense to lay minefields around every planet and detonate them when being attacked.

More SD trick:
Ships will be produced after minefield detonation. So when you are SD and you detonate your own minefield you can be sure the attacker has no chaff, but you got the chaff you built that turn.
SDs can make better use of ISB, cause they will moste likely face less chaff than other PRTs making the ultra more valuable than for other PRTs.

Remember:
1.) Never fight SD
2.) Never ally SD

(stolen from Blue Turbit)


Detonation occurs after movement and mine-hit checking, and as such chaff sweeping works vs detonations - I just verified with a testbed.

Your second trick however, does work (a useful one I've used before...)

1.) You can fight an SD, but you must be willing to put more effort into your turn than he is. All other things being equal you'll need more resources and minerals - and more skirmishers to deal with his skirmishers, interceptors and minelayers. Cloaked minelayers can be quite useful in popping up unexpected minefields - granted they aren't anywhere near as effective against an SD, but they still serve to channel and limit his movements.

2.) An SD can be a great ally longterm. But you do NOT want their minefields in your space if you aren't sure you'll be operating with them for a long long time. Fighting off a backstabbing SD while mired in their minefields is well-nigh impossible if they're competent. At the least you'll lose all of your support ships the year of the back-stab and suffer damage elsewhere...

Basically, it's like fighting a WM in that you'll need more resources, more minerals, or more skill to beat them.



Jesus saves.
Allah forgives.
Cthulhu thinks you'd make a nice sandwich.

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Re: Tricks of the Trade (long) Wed, 12 November 2003 19:01 Go to previous messageGo to next message
Hetzer

 
Chief Warrant Officer 1
Titans of Steel mentor

RIP Hetzer, Nov. 28, 2006

Messages: 139
Registered: November 2002
Location: Hollywood

When playing LEit my suggestion is to 1st destroy his HW and then to dismember him and scatter his pieces to the 4 corners of the universe, it is possible that this may give you time to escape.


If you can't trust me, who can't you trust?

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Re: Tricks of the Trade (long) Sat, 15 November 2003 14:02 Go to previous messageGo to next message
Zathras is currently offline Zathras

 
Crewman 1st Class

Messages: 32
Registered: September 2003
a few more additions:

* Know your enemies' ship designs

Do your best to know what ships your enenmy is producing. If you spot them during construction and staging, it gives you a few extra turns to analyze the weaknesses and build counter designs. It may be worth a suicide mission of an obsolete ship to see the latest capital ship design. You can also befriend a WM, and ask for information from their component scans

* Setting Battle Orders

This can be tricky. Much has been written, but I find testing the specific situation essential. Appropriate battle orders can turn a defeat, into victory.

* Test Beds

Know that your enemies are comparing their alternatives in test simulations. If it is close, perhaps you should too.

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Re: Tricks of the Trade (long) Sat, 15 November 2003 14:12 Go to previous messageGo to next message
Zathras is currently offline Zathras

 
Crewman 1st Class

Messages: 32
Registered: September 2003
I forgot to mention the most important trick...

Never tell people *all* of your tricks Rolling Eyes

- Zathras

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Re: Tricks of the Trade (long) Sat, 31 July 2004 02:22 Go to previous messageGo to next message
asimov is currently offline asimov

 
Crewman 3rd Class

Messages: 5
Registered: July 2004
I'll have to add one i've not seen yet in plain terms, even though orca did beat around the bush: Never do the expected, except when trying to decieve.

You know, now that i think about it, there is a very nice corallary to that tip.... but i think i'll keep it to myself, though i'm sure quite a few (especially orca) have seen me do it time and time again Twisted Evil

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Re: Tricks of the Trade (long) Fri, 06 August 2004 08:11 Go to previous messageGo to next message
alric

 
Crewman 1st Class

Messages: 38
Registered: September 2003
asimov wrote on Sat, 31 July 2004 02:22

I'll have to add one i've not seen yet in plain terms, even though orca did beat around the bush: Never do the expected, except when trying to decieve.

You know, now that i think about it, there is a very nice corallary to that tip.... but i think i'll keep it to myself, though i'm sure quite a few (especially orca) have seen me do it time and time again Twisted Evil



Never play against Asimov in a Huge universe Very Happy

Hiya Matey!

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Re: Tricks of the Trade (long) Wed, 25 April 2012 09:11 Go to previous message
Altruist is currently offline Altruist

 
Commander

Messages: 1068
Registered: August 2005
Location: Berlin

It would be good to have this as sticky.

And perhaps players can still add their tips and tricks of the trade.

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