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icon11.gif  AR and Kill Starbase Sat, 07 December 2002 16:14 Go to next message
Mangar is currently offline Mangar

 
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Hi

I am wondering why some Race-specials like steal pop with SS is considered cheating, while AR always suffer by the Kill-Starbase order. What do others think of it? Shouldn´t it be banned to use that battle order against AR?

Mangar



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Re: AR and Kill Starbase Sat, 07 December 2002 17:45 Go to previous messageGo to next message
BlueTurbit

 
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Mangar wrote on Sat, 07 December 2002 15:14

I am wondering why some Race-specials like steal pop with SS is considered cheating, while AR always suffer by the Kill-Starbase order. What do others think of it? Shouldn´t it be banned to use that battle order against AR?

Kill-Starbase is a normal function of the game design, whereas steal pop with SS is not a race-special but an unintentional bug that was introduced by the (JRC3?) patch that fixed some other problems. JRC4 has fixed this bug and is available for use on AutoHost.


[Updated on: Sat, 07 December 2002 17:53]




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Re: AR and Kill Starbase Sat, 07 December 2002 17:50 Go to previous messageGo to next message
Mangar is currently offline Mangar

 
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Yesyou think Chaff was meant to be standard function? No, I think not! Using the Chaff is also just a tricky way to interact with the program-code. Otherwise not only a kill starbase but also a kill capital ship would be logical.


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Re: AR and Kill Starbase Sat, 07 December 2002 19:46 Go to previous messageGo to next message
BlueTurbit

 
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Mangar wrote on Sat, 07 December 2002 16:50

So you think Chaff was meant to be standard function? No, I think not! Using the Chaff is also just a tricky way to interact with the program-code. Otherwise not only a kill starbase but also a kill capital ship would be logical.

Chaff has evolved into an acceptable part of the game by the vast majority of game hosts and players. Use of bugs and cheats has not and is generally forbidden to be used, or else.
Every program has features that can be enhanced by experienced users. The authors of the game cannot possibly foresee all the possibilities that can arise in the future after the game is published and has been dissected by expert players. The only hope for changes is patches or upgrades. For a while we got the JRC series. Then we hoped for SuperNova. Now we just look forward to coffee and enough sleep to get to work in reasonable condition... you know you're in trouble when you show up late for work and when asked what time you left home you say "2470". Very Happy



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Re: AR and Kill Starbase Sun, 08 December 2002 06:25 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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Chaff is a strategy.

I believe someone elsewhere on the forum (can't remember who - sorry) stated that a cheat is a gain for zero cost. Chaff costs. Chaff costs lots! OK so a single ship is cheap but you need 1 ship per missile/torpedo fired by the enemy.

A robber barron does cost too. But free population?? You realise with the robber barron you can remove all the population bar 100 people and then re-invade? It's free invasion troops? Freighters that have no cargo but then suddenly drop almost the entire population of a planet onto a now almost empty planet? CHEAT.

Kill starbase is an actual strategy. The idea being to take out the starbase allowing bombers to slam the planet.

IMHO I believe that something along the lines of the starbase alteration made in the Viper mod would do the trick. It made starbases classed as not being starbases. That way killstarbase against AR wouldn't work. Downside - it doesn't work against anyone. A patch to make AR starbases ignored by killstarbase would level it off.

If not then I'm afraid you'll just have to do like the rest of us and establish a rule at the start of the game.

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Re: AR and Kill Starbase Sun, 08 December 2002 12:22 Go to previous messageGo to next message
EDog is currently offline EDog

 
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No- main reason chaff is not considered a cheat is that in every patch released by Crisium the algorithms which allow chaff to work have not been changed. Things like the SS pop-stealing cheat have been fixed by JRC4. Yes, chaff is a novel use of the algorithm, but it must be considered a valid use by the game designers or else they would have corrected it as well (they've, um, had plenty of time to do that).

EDog



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Re: AR and Kill Starbase Sun, 08 December 2002 13:53 Go to previous messageGo to next message
Mangar is currently offline Mangar

 
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Act, by rule at the beginning is a possible idea. But the main idea behind the thread was to get some ideas of different players about it.

And I see that everyone else seem to have no problem with that order.

Thx @ all

Mangar



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Re: AR and Kill Starbase Sun, 08 December 2002 14:01 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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well most AR players understand the rule and as such do generally one of 3 things.

1. remove virtually all population and essential ships and leave a skeleton crew on the starbase and warship. If u lose the starbase u can just re-colonise.

2. Use diplomacy to through the BB period when the starbase is most at risk.

3. Cry lots and scream it's not fair.


[Updated on: Mon, 13 January 2003 02:30]

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Re: AR and Kill Starbase Sun, 08 December 2002 18:54 Go to previous messageGo to next message
overworked is currently offline overworked

 
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Mangar wrote on Sun, 08 December 2002 13:53

Yes, by rule at the beginning is a possible idea. But the main idea behind the thread was to get some ideas of different players about it.

And I see that everyone else seem to have no problem with that order.

Thx @ all

Mangar


And you also have to realize that even *without* the "kill starbase" order in effect the starbase often will buy a missile salvo early on in a battle.

The starbase is a single ship token; no shield stacking, and containing a decent resource/mineral cost relative to its defensive value. It's an attractive target regardless of the fact that there are also specific orders for hunting it.

- Kurt



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Fruit flies like a banana.
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Re: AR and Kill Starbase Mon, 09 December 2002 13:34 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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Battle attractiveness calculator. Don't leave home without it. You can get it from Autohosts downloads page too.

All you have to do is make sure that the starbase isn't more attractive than your standard battleships. That way the base doesn't get popped at by the enemy unless they have kill starbase orders.

I think multiple starbases is a good idea. Stack and stacks of them.

Downside is AR and their population. As someone trying to master AR (is such a thing possible?) I wouldn't complain about having a pop of several billion people living on several death stars.

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Re: AR and Kill Starbase Mon, 09 December 2002 17:24 Go to previous messageGo to next message
Mangar is currently offline Mangar

 
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I'lnow battle attractiveness calcs. I am just wondering that now one seems to care about such racial prejudices! Crying or Very Sad

(Yes freakyboy, this is part of the "Cry a lot" tactic Cool )

Mangar



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Re: AR and Kill Starbase Mon, 09 December 2002 18:46 Go to previous messageGo to next message
Apelord is currently offline Apelord

 
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OKa the Kill Starbase order severely penalizes AR's perhaps too much. It's why they are not considered to be a viable PRT in Advnaced or Expert games.

Only other thing one can do is: 1) ban targeting starbses in the games you host, 2) load stared, modify the ship type of starbase hulls to not match starbases.

Incidentally do folks here know what an RPS loop is?

Chaffe introduces one into the battle engine...



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for your country but to make
the other bastard die for his" -George Patton

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Re: AR and Kill Starbase Tue, 10 December 2002 19:01 Go to previous messageGo to next message
Peptis is currently offline Peptis

 
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RPS loop: Rock Paper Scissors loop. It means that each type of ship has an advantage against another type. It promotes combined arms. It is for this exact reason that I think that chaff should be allowed.

(I hope that wasn't a rhetorical question Apelord)

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Re: AR and Kill Starbase Thu, 12 December 2002 14:07 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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Agreed. Resource for resource (and assuming competent design)

Missile beats beam alone.
beam alone beats chaff beam.
Chaff beam beats Missile.

tada!!! I'm a big boy and I understand.

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Re: AR and Kill Starbase Thu, 12 December 2002 23:48 Go to previous messageGo to next message
Apelord is currently offline Apelord

 
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Very Happy

Second question: Without Chaffe what does the game devolve into and WHEN is victory determined? Bonus points for why Smile



"The object of war is not to die
for your country but to make
the other bastard die for his" -George Patton

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Re: AR and Kill Starbase Fri, 13 December 2002 03:17 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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Without chaff....

Game degenerates into who has the biggest missile ship fleet in one sense. But in another sense it breaks down to who fires first. It becomes a balance between more missiles and more Nexi.

Each fleet will reach a point of whoever fires will destroy the other fleet. If you have less ships than them you need more missiles. BUT you still have to have a higher initiative.

Overall victory is determined by either....

1. Which race is AR (mineral fountain)
2. Which race has GD (unlimited minerals)
3. Which race runs out of minerals first.

minerals, minerals, minerals.


Was I close Apelord?

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Re: AR and Kill Starbase Fri, 13 December 2002 22:51 Go to previous messageGo to next message
Apelord is currently offline Apelord

 
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You got it. Game devolves into the biggest stack of missile ships and once that stack gets destroyed the victor becomes unstoppoable since the loser typically doesn't have near enough iron left to rebuild, let alone counter the new ships the victor gets to build from the spoils of the big battle.

Incidentally this also weights the game towards CA's (more planets=more minerals) IT's and WM's. In a game where AR's are required to build iron hungry missile ships AND iron hungry remote miners, the fountain isn't as useful as in a more balanced setting.


[Updated on: Fri, 13 December 2002 22:53]




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for your country but to make
the other bastard die for his" -George Patton

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Re: AR and Kill Starbase Sat, 14 December 2002 02:15 Go to previous messageGo to next message
zoid is currently offline zoid

 
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freakyboy wrote on Fri, 13 December 2002 00:17

Without chaff....

Game degenerates into who has the biggest missile ship fleet in one sense. But in another sense it breaks down to who fires first. It becomes a balance between more missiles and more Nexi.



Well, freakyboy... As long as you're freely divulging your experience and insights to the rest of us soon to embark on the chaffless game "MDI", I have a related question.

Do you mean to tell me without chaff, beamers are largely or completely irrelevant? That would be surprising to me, but I sure wouldn't be so impudent to debate it with you, for I'm fairly certain your experience dwarves mine by a long shot.



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Re: AR and Kill Starbase Sat, 14 December 2002 08:14 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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Beamers are never useless - torpedo ships cant sweep mines without some beam weaponry Very Happy

But essentially you get a nubian - fill it with omegas and nexi. You get the iniative up to the maximum amount and such you either a fire first everytime or it's 50/50 against an identical fleet.

The design is as follows...

Nubian
3x engine of your choice
15x omega torpedos
21x nexus

This gives you max initiative. The omegas are more accurate (I'll explain later) and have a higher initiative than Armageddons. The max initative means you need an equal enemy ship to stand the risk of losing.

The reason for omegas is to fire first and should your enemy build beamers loaded up with jammers to the best tech you should still hit 50% of the time. The only way to NOT build an equal ship and still stand a chance of winning is to have a nubian with max moves and enough jamming, armour and sheilding to survive 2 volleys AND still be able to destroy your fleet in the first shot. I think only an IS nubian with jammer 50's stands even a chance - but IS weapons are so expensive you'll need more minerals by some considerable distance.

This nub design at max tech (using galaxy scoop) costs 678 resources and 864/288/675 kt of each mineral respectively. Which is a damned sight cheaper than a ship loaded with superlat and sheilds.

A nubian with 27 units of super lat and 6 AMPs and 3 overthrusters would survive a fair amount of time ship to ship, but it costs more than 4 times the resources, not as much minerals but still expensive. I think this is the only real design that would stand a chance - but it would take more than 2 shots ship to ship from this superlat nub to take down one of those omega nubs. equal numbers ship to ship this design would actually win come to think of it!!!!!!!! Wow - I just stumbled onto that as well!!! It could stand up to 10 volleys from those omega nubs before going down - not bad eh?

And just so you know Zoid - my experience is quite limited actually - i just know alot of the theory. And
...

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Re: AR and Kill Starbase Sat, 14 December 2002 10:40 Go to previous messageGo to next message
Apelord is currently offline Apelord

 
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ZZZor problem with your design: It isn't gateable. Build those and you'll get trounced by someone whose design can be consolidated quickly.

Between Omega's and Armageddons it is a bit of a toss up. Armageddons have longer range and more damage.
Omega's are lighter, have higher initiative.
Haven't ran the numbers to see which is more cost effective in a while but the cost effectiveness is also a function of your targets sheilding.

With 12+ comps the base accuracy isn't much of an issue. Especially if you are using Nexi.


[Updated on: Sat, 14 December 2002 10:50]




"The object of war is not to die
for your country but to make
the other bastard die for his" -George Patton

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Re: AR and Kill Starbase Sat, 14 December 2002 10:44 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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I know the accuracy means very little when you got that many Nexi.

But then again it does matter. 12 nexi vs 12 jammer 50's from an IS race and suddenly you're down to base accuracy again - omega wins clearly. And I dont think the range makes any difference with these ships because they don't have any armour so they aren't THAT heavy (still damned heavy like) but they are quick enough to close that gap. Do ships not start at range 7 from each other? player a moves, player b moves then higher initiative fires yes?


[Updated on: Mon, 13 January 2003 02:33]

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Re: AR and Kill Starbase Sat, 14 December 2002 10:51 Go to previous messageGo to next message
Apelord is currently offline Apelord

 
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Jammer's are limited to 7. No more than 7. ONLY 7. Put more on and you've wasted resrouces and slots.


"The object of war is not to die
for your country but to make
the other bastard die for his" -George Patton

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Re: AR and Kill Starbase Sat, 14 December 2002 10:53 Go to previous messageGo to next message
jeffimix is currently offline jeffimix

 
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Back on topic. I think that sometimes AR with kill star base feels cheap. However, with careful scanning and lots of freighters, and since you can just leave weapons off've starbases in end game, it isn't too bad. Bad at Home world though, very bad.

[Updated on: Sat, 14 December 2002 10:54]




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Re: AR and Kill Starbase Sat, 14 December 2002 10:53 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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Wel. i dint know that.

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Re: AR and Kill Starbase Sat, 14 December 2002 10:54 Go to previous messageGo to previous message
jeffimix is currently offline jeffimix

 
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Well it sort of became the thread for designing max tech ships without chaff.


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