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Useless components? Sun, 19 February 2006 20:24 Go to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

Jammer 10, Strobnium, Lady Finger Bomb, Black Cat Bomb, half of Smart Bombs, Sub Galactic Fuel Scoop and Robo Miner... I meant they are "useless" from scratch.

Depends on game and what you want.

Black cat bombers are best you have with beta torp early suprise strike on enemy HW.

Strobium was my most cost effective armour for light starbases when my BET HE hordes swarmed the galaxy. BET changes the numbers.

I have considered smart bomb #1 and actually used #2 and later very effectively. Matter of having a friend or friends share the bombing (giving them some). It was so effective that my enemies by games end were discussing bombing their own worlds before we came so we wouldn't get the factories intact.

Sub galactic fuel scoop has been used by others, intermediate to advanced in skill level, the usage made sense.

Jammer 10... if my electronics isn't good enough for better, I'd consider a few on a starbase to keep my starbase/gate alive.

Lady Finger... a low pop growth game and 300 colonists killed per bomb may be worth more than the % killed in early war. I was thinking about one with all races forced to be 3i or 2i with all planets habitable (with restrictions on HE and AR)... a primative game in small/tiny universe where planet draw didn't matter as much. I can think of other game types as well such as tech level restricted by year where all you have is lady bomber and you want to bomb (rather than lose your own pop while dropping).

Robo Miner... your own comments in Usual suspects new game shows it is not useless. In a really slow tech game it may be worthwhile till better becomes available, especially if you have UR.

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Re: Useless components? Sun, 19 February 2006 20:39 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

Mine Dispenser 130 and Heavy dispenser 200 are never cost efficent ...

They look cost effective to me, depending on tech miniturization levels... and weight does matter. Some SD players merge a minelayer with a lighter overcloaker and perhaps a few minesweepers and hop around in enemy/contested territory. (SD lays 50% of normal mines even if moving every turn). Enemy chasing risks running into heavy mine or exploding minefield.

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Re: Useless components? Sun, 19 February 2006 23:26 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

Personally, I know of no useless components. Every component has a place and time that it can be used. Multilis brought up primitive games and, in a primitive game with slow tech you find that just about everything can be used. Even in standard games I have used most components.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: Useless components? Mon, 20 February 2006 03:36 Go to previous messageGo to next message
Madman is currently offline Madman

 
Officer Cadet 1st Year

Messages: 228
Registered: November 2003
Location: New Zealand
multilis wrote on Mon, 20 February 2006 14:24

Sub galactic fuel scoop has been used by others, intermediate to advanced in skill level, the usage made sense.

As an example, I just had to use this in a turn today. I was one year away from the trans galactic fuel scoop engine, but I needed a new cruiser design _this_year_ to avoid losing some colonies, so that engine being there saved me a bit of trouble.

Having said that, I've never _planned_ on using the sub galactic fuel scoop, with a better engine just one tech way. It can be argued that it would be nice to have components a little more balanced (like that engine one tech level cheaper).

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Re: Useless components? Mon, 20 February 2006 04:57 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
Lieutenant

Messages: 534
Registered: February 2005
SGFS comes earlier in the Crabby mod.

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Re: Useless components? Mon, 20 February 2006 08:22 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Yes, when i wrote these are useless i meant for standard game. With game rules most items may be made bit more useful.

It does not probably hurt much if you use SGFS instead of DLL7 on cruiser ... but ... any success stories with Lady Fingers or Jammer 10 i simply refuse to buy. Confused Sorry. Wink

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Re: Useless components? Mon, 20 February 2006 09:33 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
Lieutenant

Messages: 534
Registered: February 2005
Kotk wrote on Mon, 20 February 2006 08:22

Yes, when i wrote these are useless i meant for standard game. With game rules most items may be made bit more useful.

It does not probably hurt much if you use SGFS instead of DLL7 on cruiser ... but ... any success stories with Lady Fingers or Jammer 10 i simply refuse to buy. Confused Sorry. Wink




Utility of J10 already discussed as used for making unshielded BBs more unattractive than FF chaff.

The first bombs is a bit more of a push. I did conceive of using it as WM in jump start game where a horde of Beta destroyars and early bombers would be built in the jump start with the idea of attacking before anybody else gets to act.

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Re: Useless components? Mon, 20 February 2006 09:43 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Kotk wrote on Mon, 20 February 2006 14:22

... any success stories with Lady Fingers or Jammer 10 i simply refuse to buy. Confused Sorry. Wink

In a standard game I had an elec expensive -f IS once, and build a (weap16) BB design with one of the elec slots filled with jammer10, testbeds proofed that was more cost efficient than filling that slot with eny caps ... main enemy was an IT fielding jihad BBs, no size-able beamer force on his side ...

mch

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Re: Useless components? Thu, 02 March 2006 01:55 Go to previous message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Jammer 10... I was playing with counterdesigns for jihad cruisers, noticed IS can do a little better than most with a galleon. Likely too early at this stage to have tech for jammer 20.

Galleon
3 jihads (IS pays extra for weapons)
4 x shields
3-5 battle computers
2-4 jammer 10s in left over slots
cheap engines (4 engines means faster on battleboard compared to same engines on cruiser)

Cargo space a nice bonus


[Updated on: Thu, 02 March 2006 01:59]

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