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Overalapping fields Mon, 26 May 2003 12:12 Go to next message
freakyboy is currently offline freakyboy

 
Lieutenant

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yeah I know that no matter how many fields there are in X area of space, and enemy fleet will only get hit by one field.

So some people say don't let fields over lap.

IMHO - a speed trap or heavy minefield should ALWAYS have a standard field (detonating of course) with it. That way enemy fleets always get hit by something, sometimes they get really shafted and hit heavies AND get nailed by the detonaters.

Any more than 2 fields over lapping and i fail to see the point.

Anyone disagree or have any better ideas?

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Re: Overalapping fields Mon, 26 May 2003 12:35 Go to previous messageGo to next message
The Taubat is currently offline The Taubat

 
Officer Cadet 3rd Year

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Registered: December 2002
with each feild, the more chances of hitting a MF, and harder to sweep, which means more ships, more time and more minerals spent on beamers. just my my 2 cents


Royal Sha'a'kar of the Taubat people

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Re: Overalapping fields Mon, 26 May 2003 22:03 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
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A very nasty combination is the Speed Trap and Standard. The Speed Trap...well traps the target and the Standard detonates on his ass Twisted Evil

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Re: Overalapping fields Tue, 27 May 2003 01:20 Go to previous messageGo to next message
Micha

 

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Registered: November 2002
Location: Belgium GMT +1
The Taubat wrote on Mon, 26 May 2003 18:35

with each feild, the more chances of hitting a MF, and harder to sweep, which means more ships, more time and more minerals spent on beamers. just my my 2 cents


AFAIK Stars! picks one field and calculates your chances to hit that one field. So having more fields (at the same place) does not mean more chances to hit a field.
As for sweeping, it's not split up over all the fields a fleet is in, so it will sweep all fields at full force, if that is what you mean. Of course if you have more fields all over the place (which you should) than your enemy would need to spend more on beamers, but the idea was overlapping fields (so more or less at the same place).

Regards,
mch

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Re: Overalapping fields Tue, 27 May 2003 01:24 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
freakyboy wrote on Mon, 26 May 2003 18:12

yeah I know that no matter how many fields there are in X area of space, and enemy fleet will only get hit by one field.

So some people say don't let fields over lap.

IMHO - a speed trap or heavy minefield should ALWAYS have a standard field (detonating of course) with it. That way enemy fleets always get hit by something, sometimes they get really shafted and hit heavies AND get nailed by the detonaters.

Any more than 2 fields over lapping and i fail to see the point.

Anyone disagree or have any better ideas?



Overlapping fields means you need more chaff if you want to chaff sweep since you want (need) to reduce all fields.

Also have overlapping fields by different players, than you're common enemy will have more chances to hit a field,

regards,
mch

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Re: Overalapping fields Tue, 27 May 2003 03:06 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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Which is why I said you shouldn't overlap fields too much, at most you should overlap a standard with speed trap OR heavies. And that's only to, in the case or speed trap, make sweepin or rushing the field harder or, in the case of heavies, to cause as much damage as possible. In both cases you have to hit the other field type and then the standards detonate, if you get checked by the standards then the other field may as well not have been there Sad

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Re: Overalapping fields Fri, 06 June 2003 05:32 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

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Registered: April 2003
Location: Slovenia, Europe
Hi!
Micha wrote on Tue, 27 May 2003 01:24


Also have overlapping fields by different players, than you're common enemy will have more chances to hit a field,


Sorry, NOT true. Each fleet tests for only one minefield of a kind (3 tests for normal, heavy and speed), regardless of number of overlapping minefields. More of this is explained in RGCS: Multiple minefields by multiple players.
BR, Iztok


[Updated on: Fri, 06 June 2003 05:33]

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Re: Overalapping fields Fri, 13 March 2020 23:24 Go to previous message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
Micha wrote on Tue, 27 May 2003 15:24
Overlapping fields means you need more chaff if you want to chaff sweep since you want (need) to reduce all fields.

This is actually a rather notable trick, and I'd go so far as to say that it voids any "disadvantage" of having multiple fields of the same type in the same space, as long as the fields are correctly placed.

Basically, suppose I have a planet 70 ly from yours, and I want to ensure you can't go from your planet to my planet in 1 year. This is a bit tricky with all fields centred on my planet, since I can only lay 4899 mines of each type (assuming I don't have enough laying to roll over your starbase - and given a single slot of MegaDs sweeps >43k mines per turn that's a very safe assumption). To batter the fields down to the point where your main fleet will get through takes about 400 fleets - this is a lot, but not impossible.

However, I'm a tricksy SD and I can lay mines in other places. Instead of laying just my 4899 mines at my planet, I set four fleets (with this order of fleet IDs):

1) 1 MML with 2 std*130 and 1 hvy*200 + 2 MMLs with 2 spd*50, sent to 51 ly of the way toward your planet,
2) Same fleet as #1, sent to 17 ly of the way toward your planet,
3) 4 MMLs with 2 std*130 and 1 hvy*200 + 10 MMLs with 2 spd*50, sent to 34 ly of the way toward your planet,
4) My main minelaying fleet at the planet.

The first two fleets lay 260+200+200 on arrival, the third lays 1040+1000+1000, and the fourth maxes out the 4899 mines of each type (they all lay separate minefields because no layer is in the fields of the layers before it). This doesn't actually cost me all that much more than the main minelaying fleet itself - I'm only actually laying about 1/3 more mines. And, of course, it doesn't reduce the chance of a fleet just YOLOing through (which is already ~0.0001%). However, collision sweeping only damages the field hit, so it will now take an extra 26+20+20+26+20+20+50+49+49 = 280 impacts to clear the extra mines; you cannot have
...



[Updated on: Fri, 13 March 2020 23:31]

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