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Home » Primary Racial Traits » AR » AR How Do You Build Up Your Defenses?
AR How Do You Build Up Your Defenses? Fri, 31 January 2003 09:22 Go to next message
PassyCet is currently offline PassyCet

 
Crewman 2nd Class

Messages: 10
Registered: January 2003
Ok, I have heard enough that AR is a "pushover" Race. Sad
But I still need more informations from AR Players...I would appreciate that you guys could help me. Shocked

1. How do you guys Build Up Your Defenses?
a. Like... Just Upgrading Your Starbase Defenses or
b. Build lots and lots of Warships like the A.Is (Macini) or
c. other ingenious tactics?
(Ever wonder how the Macini is able to produce lots and lots of warships and still able to upgrade their technology through research?)

2. How you "spread out" or distribute your population among the colonies?

3. How early you start building up your "mineral fountains".

4. And others...
(Is there anyone out there strong enough to lead the AR into Glory?) Smile

Thanks.

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Re: AR How Do You Build Up Your Defenses? Fri, 31 January 2003 16:39 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
Lieutenant

Messages: 583
Registered: November 2002
Location: Where the clowns can't re...

1 - minefields are a good start. They wont stop but they will slow down... very important.
- High range high init ships are required. Chances are your opponent will have "kill starbase" set. Fire first and fire hard is your best solution.
- Lots of warships is good. AR has the problem of balancing miners, research and warship production. YOu got several options with this... build lots of miners and trade them for peace, research lots of tech and trade them for peace, build lots of warships and intercept EVERYTHING... and pray you're not up against a CA.
- The macini do what they do because they have more racial points available to them than you can when building a race... stars! doesn't cheat... but the AI does get a boost.
- Stargates help loads. Massing your entire fleet is always a good idea if there is only 1 enemy fleet, gates make this easy.
- When you can see an attack coming load every single person you can into freighters except for 1kt of people.. make sure every planet has the freighter capacity to do this (or you have a gateable fleet capable of picking up the people) coupled with a coloniser... if you lose the base you can recolonise, if you dont then you lose about 6% of the pop (space travel... you need to move the freighters and miners away from the planet to avoid them getting hurt and so you can send them elsewhere should all be lost) but you risk alot less.
- Spreading out requires LOTS of freighters. I tend to keep my pop at 100,000 until I have 3 worlds at this state, I then run upto the 25% capacity when I until I have 6 worlds, then 33% with 12 worlds and 50% when I got 24. I've always used small fast fighter scouts to hold space by stoppin colonisers and I crash and burn lots. It's not the best way I don't think but it means you have small numbers of highly developed worlds as opposed to hig numbers of undeveloped (and undefensible) worlds.
- To ramp up research quickly build as many colonisers as you can and colonise EVERYTHING, you get around 30 resources from 2,000 peop
...

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Re: AR How Do You Build Up Your Defenses? Fri, 31 January 2003 17:19 Go to previous messageGo to next message
jeffimix is currently offline jeffimix

 
Officer Cadet 1st Year

Messages: 218
Registered: November 2002
Location: EGR, MI, USA

odd, 23Kt always worked for me (colonizing load)


Email me as ----jeffimix@----yahoo.com----
(remove dashes)
The spamatron! run!!!

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Re: AR How Do You Build Up Your Defenses? Sun, 02 February 2003 05:43 Go to previous message
Robert is currently offline Robert

 
Lt. Junior Grade

Messages: 393
Registered: November 2002
Location: Dortmund, Germany
ok... some ideas to defend an AR planet...

obviously, if the other guy out there has a nice stack of
missleboats and order "base first" there will not be much of a
chance to survive. getting the pop away is still the best
solution, you just need prewarning time, e.g. by minefields...

we all know that, but what else can be done?

i have 1 or 2 ideas to make him pay more for that victory,
they work in some special circumstances, and even if they work,
they usually work only once... but better than nothing...

ok... here we go:

1.)
invite others to the battle, if you see it coming. if you dont
have many allies, open your gates and invite a scout from others.
even if they are not "friends" they might want to send a scout
to get some tech from the battle. an AR base usually has lots
of good energy tech on it, and a watching scout could get tech
from the battle...

ok - what is this good for???
lots of parties change the starting position on the battleboard.

http://www.starbasedelta.com/ubb/Forum3/SHTML/000035.shtml

this means that the enemy's fleet might be in range of the base.
so with gattlings (high init) you might get an early shot on
his chaff AND beamers, as gattling shoot at everything at once.
so if he tried to knock down you base with beamers, protected
by chaff (stupid, but could happen), he will die...

you could also put a stack of sappers and missles on the base.
first the sappers reduce all shields of the BBs, then the
attractiveness of the chaff might be lower thatn the not-jammed
BBS... you need to calculate that first...

the point is to reduce his advantage of having chaff...

on a DS you might use a mix of sappers, gattlings and missles.
with starting distance of 3, sappers will reduce all shields
first, then gattlings will shoot at chaff AND beamers, which
dont have any more shields, then missles shoot at everything
else - if you are lucky chaff is gone by this time and beamers
are already heavily damaged...

it should be e
...




2b v !2b -> ?

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