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Re: Newbie looking for help... |
Fri, 05 March 2004 07:02 |
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Kotk | | Commander | Messages: 1227
Registered: May 2003 | |
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Inquisitor80 wrote on Fri, 05 March 2004 08:08 |
I just started the game and i am need of some pointers/designs for my ships during the various ages during the game.
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You cannot seriously hope that someone is describeing the whole ship design editor with its endless variety using just few words? Without even going what race you play? As example I tell only most common designs assuming most common JOAT HG with most common IFE, NRSE, OBRM, NAS, RS LRT-s:
Right from the start:
scout/fuel booster: scout hull FM and fuel pod, empty scanner slot (Joat scout scans without scanner). Replaced with fuel exports and border guards.
colonizer: colonizer hull FM and Colony module. Replaced with large freighters.
transport: privateer hull FM and 3 fuel pods, empty shield slot. Replaced with large freighters.
Early game:
sweeper/border guard: destroyer hull FM + jet + wolf shield + 2 gatlings, empty armor and elec slot. Your border eyes until the game is very over.
Minelayer: frigate, FM + 3 MD-50 the only minelayer you ever need and since youre JOAT your eyes in territory controlled by you until the game is very over.
Early bomber: minibomber FM + 2 M80 bombs. Replaced with late bomber.
Fuel export: FM. no shield, no scanner. Its cheap and it heals damaged ships so always have few of them in your warfleets. Dont care if some get destroyed going warp 10.
Beam Cruiser: FM, DLL-7 or AD-8 engine + 4-6 range 2 or 3 beams + jets or thrusers to achieve 1.5 movement for range 2 and 1.75 movement for range 3 + rest slots best shields you got. Replaced with BB-s.
Missile cruiser: FM, DLL-7 or AD-8 engine + 4 best computers you have + 4 missiles + 2 best shields you have. Replaced with BB-s
Large freighter/colonizer: IS-10 + colony module + 2 wolf shields. Cargo ship until the game is over.
Midgame:
Late bomber: B-52, IS-10 + 8 LBU-74 + 8 Cherry + gorilla shields + 2 cloaks or jammers. Until the game is over.
Chaff: scout hull, QJ5 engine + red laser. Usable until end. Have some with your warfleet.
Beamer BB: IS-10 + 6 energy capasitors + 4 sappers + 16 range 3 beams + best shields you got + thruser. No armor. Replaced with AMP nubians.
Missile BB: IS-10 + 7 Best computers you got + 20 missiles + best shields you got, no armor. Replaced with missile nubians if you ever build them.
Endgame:
AMP nubian: I give just one possible variety i see is most newbie-safe from numerous AMP nub designs ... before improving it google for AMP nub threads. Warp 10 engine, 3 CP shields, 3 J-30, 9 capasitors, 6 AMP-s, rest 5 slots fill with beam deflectors.
Missile Nubian: Use 2 slots of armaggedons or 3 slots of Omegas if you think you may want to overgate them. Rest slots fill with computers, thrusters, jammers, deflectors and shields. If you built missile BB-s you probably have no ironium for these.
Overcloaker: Nubian hull IS-10 + 15 tritaniums or crobniums whatever is cheaper + rest slots super stealth cloaks. You can hide your fleets from enemy by merging them to your fleets.
So these are the 16 common designs that IFE, NRSE, OBRM, NAS, RS JOAT HG may stick with.
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Re: Newbie looking for help... |
Fri, 05 March 2004 10:03 |
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Inquisitor80 | | Warrant Officer | Messages: 115
Registered: February 2004 Location: The dark places in betwee... | |
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I'm sorry i guess that was stupid not to mention what i am tring to play. I am currently working on a tri-imune AR IFE, ARM, IS, GR, 7%, 10 efficiency, +75% all tech, and +3 tech for expensive
i hope you understand this.
Also i know star bases are always vulnerable due to the "kill starbase" command. Any recommendations as to minimize the damage/maximize life of my starbases?
- Inquisitor80
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We must move forwards not backwards, upwards not forwards, and always twirling, twirling, twirling toward freedom.Report message to a moderator
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Re: Newbie looking for help... |
Fri, 05 March 2004 15:33 |
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Orca | | Chief Warrant Officer 1 | Messages: 148
Registered: June 2003 Location: Orbiting tower at the L5 ... | |
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Someone on the newsgroup once said there were three kinds of ARs - and only one of them worked. Butler, newbie, and Oberlander (in decreasing order of effectiveness).
Well, here we have 2 of the 3 types of AR: the newbie and the Oberlander (tri and bi immune respectively).
With ARs your best bet is a non immune (ick) or 1 immune (better). Possibly with TT (to taste). Bi immunes sacrifice too many points while not getting the full benefit of tri immune, and the tri immunes tend to be too slow versus human opponents (bi immunes are like tri immunes, only not). Joseph is correct in that you want energy cheap - that is *the* major tech for boosting your resources early on.
Your current race is too slow, really. You're going to behind...I suggest getting some allies to protect you ASAP. Once you *do* get online, you'll be formidable. It's just going to take a very long time to get there. BEst you can do to defend those vulnerable bases is to heavily arm, armor and shield them, and make sure you meet any enemies well away from them. Later on it's not too important - DSs produce boatloads of pop. Just have freighters ready to run like hell and evacuate any place that's threatened - then move right back in once you kick the invaders out. AR can grow *very* fast midgame.
More to come, if I have the time.
Jesus saves.
Allah forgives.
Cthulhu thinks you'd make a nice sandwich.Report message to a moderator
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