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Early Ship Design Tue, 13 September 2011 15:33 Go to next message
realitybend is currently offline realitybend

 
Crewman 1st Class

Messages: 21
Registered: August 2011
Location: OR, United States
As I'm looking in the next few weeks to hopefully get into a human PBEM game, I thought I'd ask all you experienced players about early-game ship design - the destroyer or cruiser phases. I know much of the game is about counter-design, but are there any things I should know beforehand? What designs am I likely to see from other players?

Thanks.



All Your Stars Are Belong To Us!

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Re: Early Ship Design Tue, 13 September 2011 16:18 Go to previous messageGo to next message
joseph is currently offline joseph

 
Lt. Junior Grade

Messages: 440
Registered: May 2003
Location: Bristol
Have a look at the Academy - lots of good info there.

A recent discussion
http://starsautohost.org/sahforum/index.php?t=msg&th=484 9&prevloaded=1&rid=256&S=b41ce739e7bb4d35dff858c 615fcd66d&rev=&reveal=&start=0&count=25

As a rule of thumb the first ships you are likely to see in any numbers are weap10 beam cruisers as they are the hardest to totally counter design (although a big stack of W8 frigates isnt a bad counter)

Weap10 beam + Jihad Crusiers are a good combined fleet (although the temptation is to go that small stage further and get battleships)

Weap10 beam + Jihad Battleships - this is the first stage that most players will consider building a significant fleet.

Of course you can always get stuck next to the player that decides to build a frigate horde (generally W8 and frigate).

Anything really early is just designed to shoot down your colony or transport ships.



Joseph
"Can burn the land and boil the sea. You cant take the Stars from me"

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Re: Early Ship Design Tue, 13 September 2011 17:38 Go to previous messageGo to next message
realitybend is currently offline realitybend

 
Crewman 1st Class

Messages: 21
Registered: August 2011
Location: OR, United States
Thanks!


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Re: Early Ship Design Tue, 13 September 2011 18:07 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
One thing that might puzzle you - some players will use Jihad DDs during the cruiser era.

This is because Jihad cruisers are too heavy to construct at Space Docks, and some races have a lot more Docks than they have full starbases.


[Updated on: Tue, 13 September 2011 18:07]

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Re: Early Ship Design Wed, 14 September 2011 13:45 Go to previous messageGo to next message
realitybend is currently offline realitybend

 
Crewman 1st Class

Messages: 21
Registered: August 2011
Location: OR, United States
Thanks!

Another question - how much time will I likely need to put aside for each game size, in the medium/later portions of the game? In your experience, how much time is purely spent on diplomacy?



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Re: Early Ship Design Wed, 14 September 2011 16:07 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
realitybend wrote on Wed, 14 September 2011 10:45

Thanks!

Another question - how much time will I likely need to put aside for each game size, in the medium/later portions of the game? In your experience, how much time is purely spent on diplomacy?

Count on 2 hours.

The amount of time your game requires will be dependent on several factors including the MM intensity of your playstyle, and requirements of your race design (e.g. booster, remote mining, minelaying, sweeping, and scanning fleets ala NAS).

Time required for diplomacy can vary quite a bit. One factor to consider when joining an alliance is time zone/schedule difference. One of the best tools for diplomacy beyond an alliance is a large fleet of dreadnoughts.

I would strongly advise selecting a whole game strategy before joining a game. This would include how you intend to win, be it a diplomatic, economic, force, acclaim, or pyric victory. My favourite is victory through MM; "punish the lazy". Understand that few plans survive 2400.

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Re: Early Ship Design Wed, 14 September 2011 16:09 Go to previous messageGo to next message
realitybend is currently offline realitybend

 
Crewman 1st Class

Messages: 21
Registered: August 2011
Location: OR, United States
Thanks!


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Re: Early Ship Design Wed, 14 September 2011 20:45 Go to previous messageGo to next message
slimdrag00n is currently offline slimdrag00n

 
Lieutenant
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I highly suggest playing a couple people on this forum in duels if you have not already. At least one good dueler will tell you at the end of a game what you should or could have done better. Someone who can help you refine a good race for multi player that revolves around your play style you like. Some players might help you along the way.

Jumping into a big multi player game would cause you to get crushed.



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Re: Early Ship Design Wed, 14 September 2011 21:22 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

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realitybend wrote on Wed, 14 September 2011 19:45

how much time will I likely need to put aside for each game size,

It really depends. Play style, race style, empire size, amount of wars fought at once, craftiness of enemies, teammates able to double-check or polish your turns, tools or techniques that help reduce or streamline MM... Work at computer

If you're doing well and managing a decent-sized empire, I'd suggest a whole extra hour per universe size, starting with 1 hour at Tiny. If you're doing really well, you could perhaps trim that down to half an hour per universe size. Whip

That said, I've seem and played monster races with 100+ planets at endgame in a Huge galaxy with strong enemies which took all of 10 minutes to play, while in the same game and team another race with half the planets and fleets took 6 solid hours per turn. Shocked

Not that I care that much, really. As far as wasting free time goes, Stars! ranks easily among the best options. Twisted Evil

Quote:

how much time is purely spent on diplomacy?

Diplomacy will easily eat any amount of time you can devote to it. Any, as in "any/any" gates. OTOH, Diplomacy can win you the game, so it's not all a waste. Rolling Eyes



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Re: Early Ship Design Wed, 14 September 2011 22:05 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
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slimdrag00n wrote on Wed, 14 September 2011 17:45


Jumping into a big multi player game would cause you to get crushed.


This is just something that has to happen a few times. Experience is often as hard won as it is valuable.

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Re: Early Ship Design Wed, 14 September 2011 23:39 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

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m.a@stars wrote on Thu, 15 September 2011 11:22

Diplomacy will easily eat any amount of time you can devote to it. Any, as in "any/any" gates. OTOH, Diplomacy can win you the game, so it's not all a waste. Rolling Eyes



Can? I prefer "will". Unless there's a really humongous skill gulf, you're not winning without at least some diplo.

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Re: Early Ship Design Thu, 15 September 2011 03:28 Go to previous messageGo to next message
Eagle of Fire

 
Lt. Commander

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Agreed. The rare players I've seen who didn't care for diplomacy didn't get far in the game since they always end up as "the other guy who won't listen". Those people usually end up at the wrong side of the stick when someone else need to choose a random opponent for expansion.


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Re: Early Ship Design Thu, 15 September 2011 10:48 Go to previous messageGo to next message
realitybend is currently offline realitybend

 
Crewman 1st Class

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Registered: August 2011
Location: OR, United States
Wow - lots of good advice!

I realize that all players get crushed in their first multiplayer games. I don't think I'll mind, as long as I put up a good fight and learn A LOT. On the other hand, duels seem like a good idea too...



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Re: Early Ship Design Fri, 23 September 2011 10:20 Go to previous messageGo to next message
Void is currently offline Void

 
Ensign

Messages: 369
Registered: January 2011
Location: California, GMT -7
realitybend wrote on Thu, 15 September 2011 07:48

Wow - lots of good advice!

I realize that all players get crushed in their first multiplayer games. I don't think I'll mind, as long as I put up a good fight and learn A LOT. On the other hand, duels seem like a good idea too...

I have found duels to be a fantastic way to master game mechanics, improve economy building, and learn battle tactics. That said, it's a very special setup, and won't teach you one whit about diplomacy. That's an obvious thing to say, of course, but so long as you're aware of that, then duels can be a great learning experience!

Cheers,
Void

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Re: Early Ship Design Fri, 23 September 2011 10:42 Go to previous messageGo to next message
realitybend is currently offline realitybend

 
Crewman 1st Class

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Registered: August 2011
Location: OR, United States
Maybe it's better that way - great diplomacy won't be able to inhibit my game mechanics growth. Rolling Eyes


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Re: Early Ship Design Fri, 23 September 2011 13:53 Go to previous messageGo to next message
Void is currently offline Void

 
Ensign

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Registered: January 2011
Location: California, GMT -7
realitybend wrote on Fri, 23 September 2011 07:42

Maybe it's better that way - great diplomacy won't be able to inhibit my game mechanics growth. Rolling Eyes

I agree, but I know others who've done well focusing on diplomacy while they bring their game mechanics up to snuff. The key takeaway is being aware of those two aspects and coming up with a plan, like you seem to have. Smile

Cheers,
Void

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Re: Early Ship Design Sat, 24 September 2011 20:28 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
Lieutenant

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Location: Sydney, Australia
realitybend wrote on Thu, 15 September 2011 10:48

Wow - lots of good advice!

I realize that all players get crushed in their first multiplayer games. I don't think I'll mind, as long as I put up a good fight and learn A LOT. On the other hand, duels seem like a good idea too...


You won't necessarily be crushed if you:
1. Study the Strategy Guide, FAQs, etc.
2. Select the right PRT. The PRT I suggest for your first game, in order of easiest to hardest, is CA (if permitted by the rules)/JOAT (especially if NAS is permitted by the rules), IT, IS, SD. Other PRTs are harder to master including WM & SS.
3. Try to find an experienced player to ally with. He/she will usually give you considerable mentoring that will help you in the game & into future games.
4. Ask an expert player (who will not be playing in the game) to critique your race design before sending it to the host.
5. Do not design a -f. Do design a HG race.
6. Do not overdo early ship building. You need to develop your econ & techs.
7. Take Weapons & Con cheap unless it is a team game where your teammate will be handling some of that. Other tech settings should suit the selected PRT.

These are just off the top of my head & there are other things can help (eg. I would take RS). No doubt other players would have advice too.

I know one player who finished at #2 in their first PBEM game & won the 2nd game.

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Re: Early Ship Design Sat, 24 September 2011 23:26 Go to previous message
Void is currently offline Void

 
Ensign

Messages: 369
Registered: January 2011
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AlexTheGreat wrote on Sat, 24 September 2011 17:28

2. Select the right PRT. The PRT I suggest for your first game, in order of easiest to hardest, is CA (if permitted by the rules)/JOAT (especially if NAS is permitted by the rules), IT, IS, SD. Other PRTs are harder to master including WM & SS.

Had to chuckle at this. My first game I chose a CA (but didn't know your advice about -f races) and in my second game I'm playing a JOAT to much better effect.

If I was to do it all over again, I would have chosen the Feds right off the bat and see what happened, then started tweaking from there.

Cheers,
Void

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