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Re: Best Race Setting & Strategy For ARs. |
Tue, 28 January 2003 18:59 |
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Micha | | | Messages: 2342
Registered: November 2002 Location: Belgium GMT +1 | |
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No AR has much of a chance in a MP game, unless there is a lot of space between him and the other players (a huge universe with 2 players for example ) or when he is a good diplomat and can convince the other players to _let_ him live ...
If this happens an AR _can_ (and most likely _will_) turn into a monster (unless you really screwed up race design). An AR has a tremendous research capacity since it doesn't need to build any planetary installations. AR can pump a lot of resources into nub research, or spend those resources in miners and get their mineral fountain running, no stopping them when that happens!
Also don't bother with 25k and other resource based benchmarks, or like some say double the ARs resources and you have what a planetary race would have.
An example of an AR that won a game No credit to me for the design, just another variation on William Butlers Ducknoids (do a google search in the Stars! newsgroup for articles about that race, very good race design).
LRTs: IFE, NRSE, ARM, ISB, NAS, LSP (yes a lot)
Habitat: grav immune, temp -60/124, rad 16/48, gives 1 in 6, growth is 15% (AR work VERY well with low growth, keep in mind that Death Stars can hold upto 3 million pop! That's about 120.000 pop growth for a 100% green at 33% pop hold)
Coeff at 10
Tech: eny/con/weap are cheap, rest is expensive, no start at 3, that would make the first eny research more expensive and you don't want that.
Also follow more or less this research plan (don't know who came up with it, found it somewhere on the web years ago).
1.energy to 4 at least.
(1a. Propulsion 2 if you have IFE)
2.con to 3 in order to move.
3.energy to 5-7 or so.
4.con 4 for spacedock hulls and privateers.
5.weapons 5 for initial terraforming.
6.energy exclusively to level 10.
7.con to 12 for ultrastations.
8.weapons 10 for terraforming (and defense)
9.energy to 16
10.con to deathstars.
11.then weapons to 16.
12.After that research things you need
regards,
mch
[Edit: hm, maybe this thread is better moved to the AR PRT section?]
[Updated on: Tue, 28 January 2003 19:02] Report message to a moderator
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Re: Best Race Setting & Strategy For ARs. |
Tue, 28 January 2003 19:20 |
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Micha | | | Messages: 2342
Registered: November 2002 Location: Belgium GMT +1 | |
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The Taubat wrote on Tue, 28 January 2003 19:11 | NAS? sorry cant agree with that LRT unless its on a PP or a JOAT, I tried building death stars with NAS and no PS came up luckily that was a test and not a MP game
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Oh, don't get me wrong, I was not recommending NAS for AR (like the topic might make you believe), I was merely posting an AR I used in a MP before.
But to discuss that LRT:
As an AR it is even more important to see what is coming your way so you can evacuate your starbases.
Penscans are good for this to see planet hoppers, OTOH NAS is _also_ good since you'll have a higher chance on spotting cloacked fleets when deepspace ... so what is "best"?
Personnaly I wouldn't trust my penscans anyway, there can always be a cloacked fleet in orbit (requires even less cloacking than deepspace!) so I will try to have cheap ships on every planet to look out for such a fleet. So I figured taht if I'm doing that I might as well drop penscans entirely
You do lose the free penscans that come with ultras and Death Stars but you have better protection against cloacked fleets ...
regards,
mch
[Updated on: Tue, 28 January 2003 19:20] Report message to a moderator
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Re: Best Race Setting & Strategy For ARs. |
Wed, 29 January 2003 02:44 |
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My personal best performing AR race (17k by 2450.. 100 jihad cruisers by 2450)...
AR
IFE - the fuel mizer is essential for opening travel
NRSE - gives much needed points.
TT - increases ramp up speed and allows for better overal colonisation in the end game
ISB - err.... Duh.
NAS - frees up points... harsh on the race but I can afford to give up pen scans... I can't afford to give up anything else.
Grav immune
-4 to 132c
49mr to 83mr
15% growth
1 in 8 overal
Efficient... 10
Energy, construction, weapons cheap
elec prop bio expensive.
tech research pattern...
energy 3
propulsion 2
construction 3
energy 7
elec 2 - miners will be required... especially for the jihad cruisers
construction 8
energy 10
construction 9
propulsion 6 At this point jihad cruiser can be made.
At this point you can pump into more energy for more resources, construction to get to the Ultra station or you can (as I do) research bio to 4 and electronics to 6 since bio 4 gets you mine layers and electronics 6 is the best miner you can build.
Miner design... miner hull+cheap light engine+ only ONE miner robot... hey presto!! a gateable miner craft (with the 300/500 gate which you should get by 2460 at the latest).
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Re: Best Race Setting & Strategy For ARs. |
Wed, 29 January 2003 14:49 |
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if you go to tech 8 in energy maybe... depends on your growth rate... you'll need to start exporting population as soon as possible really.
Also I'd look at getting some good miners BEFORE you get those jihads.
I tried jihads first and found ironium ran out before I could get enough mining ships to mine more minerals that I could spend by building another miner.
Better to be in a situation where you can't use up your ironium quick enough than have no ironium to build miners to mine ironium.
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Re: Best Race Setting & Strategy For ARs. |
Wed, 29 January 2003 19:14 |
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Yes AR are monsterable (>25K@2450) but onyl silly races can achieve that in excellent circumstances. Search for the Arvids and the ducknoids if you like AR, the most sucessful usually are Uni-Immune or Bi-Immune. ARvids use two narrow while the Ducknoids are Uni-immune two wide, so as to get more planets but they have 15% growth(Arvid the only AR race I believe have been monsterified are 1 immune two very narrow like 1 in 21 and have 19% growth and good hab and some nice LRTs) AR are hard to pull off, I'm playing one in a duel, bad bad bad mistake.
Email me as ----jeffimix@----yahoo.com----
(remove dashes)
The spamatron! run!!!Report message to a moderator
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Re: Best Race Setting & Strategy For ARs. |
Thu, 30 January 2003 23:41 |
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zoid | | Ensign | Messages: 348
Registered: December 2002 Location: Murray, KY - USA | |
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Heck, I can't even beat the AI with an AR race. When I play AR, the word "suck" takes on a whole new meaning!
I'm playing in a game right now where 4 out of 7 players are AR, and it's scary for me, because I have no idea what they can accomplish. I have no frame of reference, because any AR race that I play are a bunch of limbless retards who can't think, can't build, can't mine, and can't see. All I know is that the AR players I'm up against arn't that lame; obviously they know stuff that I don't. Math, probably. Anyways, I've given up on using the force - my miners use shovels from now on, and live planetside like the good lord intended. Planetary scanners, yeah baby!
And while we're talking about AR, how come they don't die by the handfuls every time their starbase takes a volley of fire? Creepy little boogers die just trying to travel, so I'd think the impact of weapons on their starbase hull would be hell for them whether the base was destroyed or not.
I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
Math? Ummm, sure! I do FREESTYLE math.Report message to a moderator
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Re: Best Race Setting & Strategy For ARs. |
Fri, 31 January 2003 02:35 |
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Zoid shush!!!!
AR are already the weakest defensive PRT... please don't make it any harder!!!!
I mean it's easy enough to destroy a starbase, never mind just damage the thing!
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