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Quickstart designs Sat, 17 April 2004 05:22 Go to next message
Staz is currently offline Staz

 
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I've been reading about quickstart (QS) races in the "research" thread. I've searched here and on rgcs for examples of good QS race designs, and haven't found anything (there are some designs posted on rgcs but they are generally not well received).

Can anyone suggest a good QS race design ?

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Re: Quickstart designs Sat, 17 April 2004 10:10 Go to previous messageGo to next message
Orca

 
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Staz wrote on Sat, 17 April 2004 05:22

I've been reading about quickstart (QS) races in the "research" thread. I've searched here and on rgcs for examples of good QS race designs, and haven't found anything (there are some designs posted on rgcs but they are generally not well received).

Can anyone suggest a good QS race design ?


Fairly simple. The basic design looks something like this:

* Pick your PRT
* IFE, NRSE, OBRM, NAS (usually. Play with this as needed to get points. Remember you need SPEED SPEED SPEED! - so IFE is almost invariably a gimme, as is OBRM. UR, MA, BET, GR, ARM are right out. RS can be a good idea. LSP is antithematic, but if *really* necessary...TT is also antithematic - and costs too many points anyway)
* 1/6->1/9 hab, or 1/10 1 immune to 1/14 1 immune 18-20%
* 1/1000 13->15/7-9/14-19g 10/3/15-25
* weapons cheap (preferably weapons and con cheap - battleships zipping around by 2430 rocks!).



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Re: Quickstart designs Sat, 17 April 2004 12:52 Go to previous messageGo to next message
Star Daze is currently offline Star Daze

 
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Location: Seattle, WA or thereabout...
For some example races, check out: http://www.starbasedelta.com/racearc27JRC3/
This is the race archive section of StarbaseDelta.

There is a good variety of race designs (QS/HG/HP/-f) and most include helpful comments on using the race. Click on the race name to bring up the race details/comments. Click on the little floppy icon next to the name to download the race file. Trying out a couple of these races against the computer really helped me to design the race I used in my first PBEM (basically it was one of those race designs with a couple minor changes for my play style).

Good luck,
-Star Daze

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Re: Quickstart designs Sat, 17 April 2004 13:50 Go to previous messageGo to next message
Staz is currently offline Staz

 
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Interesting. I note that the two QS races in the archive don't have fantastic tech settings. I must admit I had assumed you would need lots of cheap/normal tech to make a QS work.

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Re: Quickstart designs Sat, 17 April 2004 13:54 Go to previous messageGo to next message
overworked is currently offline overworked

 
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Staz wrote on Sat, 17 April 2004 13:50

Interesting. I note that the two QS races in the archive don't have fantastic tech settings. I must admit I had assumed you would need lots of cheap/normal tech to make a QS work.


If a QS is going to start a war fairly early on most of its tech is probably going to be < level 10 (Const and Weapons normally the exception).

Even an expensive field can be researched to level 10 (or a decided break point before that) fairly quickly once a QS ramps up a 4-6K economy.

- Kurt

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Re: Quickstart designs Sat, 17 April 2004 16:53 Go to previous messageGo to next message
Kotk

 
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Orca wrote on Sat, 17 April 2004 16:10


* Pick your PRT
* IFE, NRSE, OBRM, NAS (usually. Play with this as needed to get points. Remember you need SPEED SPEED SPEED! - so IFE is almost invariably a gimme, as is OBRM. UR, MA, BET, GR, ARM are right out. RS can be a good idea. LSP is antithematic, but if *really* necessary...TT is also antithematic - and costs too many points anyway)
* 1/6->1/9 hab, or 1/10 1 immune to 1/14 1 immune 18-20%
* 1/1000 13->15/7-9/14-19g 10/3/15-25
* weapons cheap (preferably weapons and con cheap - battleships zipping around by 2430 rocks!).



Just wanted to add that if you want to do QS IT, do not take ISB, IFE or immunities.
NRSE+OBRM (add NAS or CE or both here) and 1 in 8 hab are the point mines. Should be enough to have growth 19%, wonderful econ and 2 cheap technologies.

IT is special case QS since it has 2 starting planets in small+ universe and if the lottery with secondary planet smiles it jumps impossibly high in score early. Wink

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Re: Quickstart designs Sat, 17 April 2004 18:20 Go to previous messageGo to next message
Staz is currently offline Staz

 
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OK, so how about this...

IT
NRSE, OBRM, NAS, RS
0.18 to 1.2, -200 to 172, 7 to 51, 1 in 8
18% PGR
1 per 1000
13/8/16, checked
11/3/15
Wpns+con cheap, rest expensive, Start at 3 checked


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Re: Quickstart designs Sat, 17 April 2004 18:34 Go to previous messageGo to next message
Staz is currently offline Staz

 
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Or...

JOAT
IFE, NRSE, OBRM, NAS, RS
0.17 to 1.12, -122 to 172, 7 to 55, 1 in 8
18%
1 per 1000
13/8/17 checked
11/3/17
Wpns+con cheap, rest expensive, not checked

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Re: Quickstart designs Mon, 19 April 2004 07:57 Go to previous messageGo to next message
Kotk

 
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Yes Staz, its easy like that.
Quote:

IT
NRSE, OBRM, NAS, RS
0.18 to 1.2, -200 to 172, 7 to 51, 1 in 8
18% PGR
1 per 1000
13/8/16, checked
11/3/15
Wpns+con cheap, rest expensive, Start at 3 checked
Hab is too edged. -200 you meant -20 there? Anyway too edged i think. QS terraforms quite OK. 18% pgr i would prefer 19% with QS.
More mines operated and normal efficency is probably better QS is meant as early race. 10/3/18 is probably enough mines. Start at 3 checked is unneccessary.
Quote:

JOAT
IFE, NRSE, OBRM, NAS, RS
0.17 to 1.12, -122 to 172, 7 to 55, 1 in 8
18%
1 per 1000
13/8/17 checked
11/3/17
Wpns+con cheap, rest expensive, not checked

Same as with IT. Note that 17th factory operated costs you almost one % of growth. With JOAT QS i would prefer ultra narrow 1 immunes.




[Updated on: Mon, 19 April 2004 07:59]

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Re: Quickstart designs Mon, 19 April 2004 12:09 Go to previous messageGo to next message
Staz is currently offline Staz

 
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Quote:

-200 you meant -20 there?


Yep, that's a typo.

Quote:

Anyway too edged i think.


I suppose so. No need to intersettle with your neighbours - you just take the planets you want and they can't fight back until it's too late Laughing


In general, your advice sounds good but where do I get the points from ? Changing the mines as suggested, increasing PGR to 19% and removing "tech start at 3" puts me 11 points in the hole, and then you want to move the habs towards centre as well.

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Re: Quickstart designs Mon, 19 April 2004 12:51 Go to previous messageGo to next message
ForceUser is currently offline ForceUser

 
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Think LRT's Wink


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Re: Quickstart designs Mon, 19 April 2004 13:41 Go to previous messageGo to next message
Staz is currently offline Staz

 
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ForceUser wrote on Mon, 19 April 2004 17:51

Think LRT's Wink


What, more than 4 negative PRTs ? LSP, BET and cheap engines all slow you down as well, which can't be good for a QS.

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Re: Quickstart designs Mon, 19 April 2004 20:04 Go to previous messageGo to next message
ccmaster is currently offline ccmaster

 
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Some positive LRT's will also help you . and you should come up to more then 3,5k resources in 2420 .

ccmaster


[Updated on: Mon, 19 April 2004 20:04]

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Re: Quickstart designs Tue, 20 April 2004 07:09 Go to previous messageGo to next message
Staz is currently offline Staz

 
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ccmaster wrote on Tue, 20 April 2004 01:04

Some positive LRT's will also help you . and you should come up to more then 3,5k resources in 2420


Aaaaggghh!

Now I'm 11 points short, have to move my habs towards the centre, and pick some positive LRTs.

OK.. here is the new race design, based on all the advice I've been given.

IT
IFE, TT, IS, NRSE, ORBM, NAS, RS
.52 to 1.92, -88 to 96, 27 to 73, 1 in 8
19% PGR
1 per 1000
13/8/16, checked
10/3/18
Wpns+Con cheap, rest expensive, not checked
-375 points left


Laughing


[Updated on: Tue, 20 April 2004 07:10]

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Re: Quickstart designs Tue, 20 April 2004 08:52 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Staz wrote on Tue, 20 April 2004 13:09

Now I'm 11 points short, have to move my habs towards the centre, and pick some positive LRTs.
...
IT
IFE, TT, IS, NRSE, ORBM, NAS, RS
...
Wpns+Con cheap, rest expensive, not checked
-375 points left

IMO the idea was to _avoid_ positive LRTs to save points. So DROP TT and ISB. TT is for late game races. ISB you don't need as your QS planets will be able to build a SB pretty fast. Now your race's still 120 points in red. OK, let's move your hab: grav and temp 20 clicks from the edge, rad 16. Get rid of RS and check CE (you're IT, that will not hurt so badly), sacrifice one fac and one mine and you have 4 points surplus, without really hurting race's speed. And it will start with excellent AD-8 engine you could use on early CCs horde.
My my 2 cents.
BR, Iztok


[Updated on: Tue, 20 April 2004 08:55]

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Re: Quickstart designs Tue, 20 April 2004 09:11 Go to previous messageGo to next message
Staz is currently offline Staz

 
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iztok wrote on Tue, 20 April 2004 13:52


IMO the idea was to _avoid_ positive LRTs to save points. So DROP TT and ISB. TT is for late game races. ISB you don't need as your QS planets will be able to build a SB pretty fast.


I guess I should have added a "sarcasm" smiley there. I never really meant that race design to be serious, especially with the overload of LRTs.

Quote:

Now your race's still 120 points in red. OK, let's move your hab: grav and temp 20 clicks from the edge, rad 16. Get rid of RS and check CE (you're IT, that will not hurt so badly), sacrifice one fac and one mine and you have 4 points surplus, without really hurting race's speed. And it will start with excellent AD-8 engine you could use on early CCs horde.


Yep, we have a design that works, though I have reservations about taking cheap engines.

IT
IFE, NRSE, CE, OBRM, NAS
.33 to 1.68, -60 to 116, 19 to 67, 1 in 8
19% PGR
1 per 1000
13/8/15 checked
10/3/17
Wpns+Con cheap, rest expensive, not checked

I think I'd prefer to drop CE and IFE, and take RS (gives 5 points left over).


Anyone else care to comment on this design ?

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Re: Quickstart designs Tue, 20 April 2004 12:24 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Quote:

I think I'd prefer to drop CE and IFE, and take RS (gives 5 points left over).

You need good engine to move big amount of new pop early. DLL-7 isn't. Going W-7 means you'll need twice as much freighters to move your pop as you'd need with Fuel Mizer. An AD-8 is much better, so you may consider dropping IFE and buying prop normal. That's also quite beneficial for IT race. With expensive energy regen shields don't help so much (and cost 10 points Sad ).
My my 2 cents.
BR, Iztok

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Re: Quickstart designs Tue, 20 April 2004 14:28 Go to previous messageGo to next message
multilis is currently offline multilis

 
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On CE:

If an average of 10% of your pop is in (non-gate) transit, you would get 10% growth out of it on an average planet and 10% of the time your engines fail, then you lose .1% growth. The losses are highest in the early stages (perhaps .3%) and less later.

You are also going to be slower in a race for a planet that multiple parties want.

It is harder to coordinate ship movements (especially with allies).


On the plus side:

If engines cost 10% of the final price of a ship design, then cheap engines may give you another around 5% ships. This can mean more resources going into factory/mine growth rather than transport, and more warships that may turn the tide of a defensive battle when you gate them in.

There are times when engine cost may be 20% of the final cost of a ship (both in minerals and resources).


[Updated on: Tue, 20 April 2004 14:31]

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Re: Quickstart designs Tue, 20 April 2004 14:49 Go to previous messageGo to next message
Staz is currently offline Staz

 
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iztok wrote on Tue, 20 April 2004 17:24


You need good engine to move big amount of new pop early. DLL-7 isn't. Going W-7 means you'll need twice as much freighters to move your pop as you'd need with Fuel Mizer. An AD-8 is much better, so you may consider dropping IFE and buying prop normal. That's also quite beneficial for IT race. With expensive energy regen shields don't help so much (and cost 10 points Sad ).


I generally find that 3 DLL7 privateers carrying 50kt of cargo (ie. 2/3 full) can run at warp 9 for most journeys needed by an IT. So I need only 50% more freighters than with FM, rather than twice as many. As for AD8; as I generally run at warp 9 wherever possible, and AD8 uses same fuel as DLL7 at w9, it seems hard to justify the risk of engine failure in mid game battle fleets.

The reason for regen shields is that a QS would be doing most of it's fighting in the horde fleet model, where stacked shields are important. A 40% boost seems useful in that situation (generally makes shields as effective as the next shield up without RS). I could take it or leave it though.

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Re: Quickstart designs Tue, 20 April 2004 20:55 Go to previous messageGo to next message
ccmaster is currently offline ccmaster

 
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RS are normaly a good choose if you use it .

I normaly atack my enemy with a hord of 100 jihad cruser in year 2430-2432 with energy 6 shields and i love the regeneration of 1600 shield each battle round Very Happy

But if you dont wanna research energy dont take RS is then useles for you .

ccmaster

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Re: Quickstart designs Tue, 20 April 2004 21:37 Go to previous messageGo to next message
ccmaster is currently offline ccmaster

 
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hi ,

One Question i have at the moment trying to build a counter race against my race . Can someone tell me what is the best way to counter 100 jihad cruser in 2430 have no idea , maybe some shaffts and beamer cruser but the 16k shields hold to much .
Someone an idea ?


ccmaster

PS : Have 4k resources in 2420 and lots of minerals in 2430 about 10-12 k resources .

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Re: Quickstart designs Tue, 20 April 2004 23:10 Go to previous messageGo to next message
Orca

 
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multilis wrote on Tue, 20 April 2004 14:28

On CE:

[...]

If engines cost 10% of the final price of a ship design, then cheap engines may give you another around 5% ships. This can mean more resources going into factory/mine growth rather than transport, and more warships that may turn the tide of a defensive battle when you gate them in.


First off, 10 to 15% is reasonable for battleships. For cruisers and below, it's anywhere from 30 to 60%, depending on the engine and the specific design (IS 10's on destroyers are generally not advisable).

Secondly, if as a QS you're finding yourself on the defensive when CE's engine cost would help, you're probably screwed anyway.

CE is very much against the QS concept of KILL MORE FASTER. The QS needs to be the one attacking - and that's more problematic with the unpredictable nature of CE.

In summary, it's a pain in the rear normally - and it's a really bad idea for a quickstart.



Jesus saves.
Allah forgives.
Cthulhu thinks you'd make a nice sandwich.

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Re: Quickstart designs Tue, 20 April 2004 23:28 Go to previous messageGo to next message
Orca

 
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Staz wrote on Tue, 20 April 2004 09:11

IT
IFE, NRSE, CE, OBRM, NAS
.33 to 1.68, -60 to 116, 19 to 67, 1 in 8
19% PGR
1 per 1000
13/8/15 checked
10/3/17
Wpns+Con cheap, rest expensive, not checked

I think I'd prefer to drop CE and IFE, and take RS (gives 5 points left over).



Offset the hab further - you most likely won't get the opportunity to do that really deep terraforming. Go to cost 9, 14 eff factories, 16 operated, and 16 mines operated. Drop CE. At this point you're probably still in the hole - you can either drop hab to 1/9 or go to 1/7 18% growth (19% is better, but 18% is livable since you can gate your pop). Take another little bite off the hab if you really want RS. Or drop that 16th factory instead.



Jesus saves.
Allah forgives.
Cthulhu thinks you'd make a nice sandwich.

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Re: Quickstart designs Tue, 20 April 2004 23:33 Go to previous messageGo to next message
Orca

 
Chief Warrant Officer 1

Messages: 148
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Location: Orbiting tower at the L5 ...
ccmaster wrote on Tue, 20 April 2004 21:37

hi ,

One Question i have at the moment trying to build a counter race against my race . Can someone tell me what is the best way to counter 100 jihad cruser in 2430 have no idea , maybe some shaffts and beamer cruser but the 16k shields hold to much .
Someone an idea ?


ccmaster

PS : Have 4k resources in 2420 and lots of minerals in 2430 about 10-12 k resources .


It's hard. Best bet is probably to delay as long as possible (minefields, bogging them down on the front) and rapidly try to build as many battleships as you can, and enough chaff to cover the missiles. You can hit colloidal battleships around 2428, if not a bit earlier. Even 20 battleships can blow apart unscreened jihads if they've got chaff. Though chaff vs jihads is *usually* a waste...it can make a difference when things are that close.



Jesus saves.
Allah forgives.
Cthulhu thinks you'd make a nice sandwich.

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Re: Quickstart designs Wed, 21 April 2004 01:57 Go to previous messageGo to previous message
iztok is currently offline iztok

 
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Hi!
Staz wrote on Tue, 20 April 2004 20:49

I generally find that 3 DLL7 privateers carrying 50kt of cargo (ie. 2/3 full) can run at warp 9 for most journeys needed by an IT.

In normal universe you can expect 4 planets to be within 81 LY distance from your HW and 16 planets within two W-9 jumps. But an IT starts with two planets, so for your IT race with 1 in 8 hab that means 1 single green planet within 81 LY distance from both planets, 1.5 within 98, 2.6 within 128 and 4.2 within 162. In dense uni you can expect 1.3 greens and in packed 1.7 within 1 W-9 jump. Those numbers look awfully low to me. Adding my usual bad to average luck with planet draw I'd _never_ gamble on them. With using DLL-7 you are.

Quote:

The reason for regen shields is that a QS would be doing most of it's fighting in the horde fleet model, where stacked shields are important.

I completelly agree with you here. The only ships I put armor on them are missile BBs and sweepers. But for the proposed IT with already 4 bad LRTs regen shields costed 27 points, instead giving 10 Sad.
BR, Iztok



[Updated on: Wed, 21 April 2004 03:36]

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