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Mid-game gateable missle defence reserve Mon, 26 June 2006 09:12 Go to next message
PricklyPea is currently offline PricklyPea

 
Lieutenant

Messages: 534
Registered: February 2005
What do you build (assuming this is pre-nubian and pre-doomsday)? Do you build 12missile BBs and overgate them? Or perhaps Galleons with 3 missiles? Or something else?

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Re: Mid-game gateable missle defence reserve Mon, 26 June 2006 10:16 Go to previous messageGo to next message
Sr.Seven is currently offline Sr.Seven

 
Petty Officer 1st Class

Messages: 67
Registered: January 2006
I don't think I've ever purpose-build ships for this role so early in the game. Usually at this point I have Jihad CGs still around, but even these are often main fleet auxilleries rather than gatable defensive ships.

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Re: Mid-game gateable missle defence reserve Mon, 26 June 2006 11:31 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Pre-doomsday? You mean Juggers then? I dont think i have had Jihads anywhere but on orbitals or purely for quick attack purpose. Got to be slow tech or tiny game, otherwise these early missiles are obsolete too quick.

When gateable defense force is needed so early i usually have beamers. Against Juggers some chaff too. I may build Jugger Galleons, Rogues, BCs or Cruisers as emergency gateable missile force too. It depends on situation, but i rarely build large reserve of these, waste of metal. Nod

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Re: Mid-game gateable missle defence reserve Mon, 26 June 2006 20:01 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Germ consumption can be issue mid game for races that aren't -f or AR, gatable missile ships want more battle computers per missile.

12 missile BM (or even fewer missiles) is a reasonable choice, you can gate in emergency, and force enemies to think about flak and/or jammers. Germ consumption for firepower not much worse than loaded BM.

3 missile galleon hull can be quick (add few manjets) even with wimpy engines. Can fill in as freighter.

Destroyer with torpedo can gate 100/250, with w14 you get range 5, can pair several with existing cruiser/galleon beamer for crash minesweeping fun which may save you from needing beamer destroyer. Daddy 7 engine + 1 torp, you can get 1.25 battlespeed for cheap price.







[Updated on: Mon, 26 June 2006 20:03]

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Re: Mid-game gateable missle defence reserve Fri, 28 July 2006 01:11 Go to previous messageGo to next message
JasonC is currently offline JasonC

 
Petty Officer 2nd Class
Stars! V.I.P

Messages: 58
Registered: July 2006
Location: Arlington, MA

12 jug BBs with sappers in the other slots, no added armor or a few organic. Thruster up front to get speed 1 1/4 if possible. I call them "Pocket BBs". They rock. Later (doom-arm era) they do base killing in support of beam stacks.

Sincerely,


Jason Cawley

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Re: Mid-game gateable missle defence reserve Sat, 29 July 2006 04:15 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
JasonC wrote on Fri, 28 July 2006 07:11


12 jug BBs with sappers in the other slots, no added armor or a few organic. Thruster up front to get speed 1 1/4 if possible. I call them "Pocket BBs". They rock. Later (doom-arm era) they do base killing in support of beam stacks.

Sincerely,


Jason Cawley


Exclamation Exclamation Exclamation Exclamation Exclamation Exclamation

Hey! Is that you *the* JC that was presumed lost inside a collapsing wormhole so long ago while on a research trip Sherlock? So it was not a ghost I saw earlier today at rgcs? Disco Very Happy


[Updated on: Sat, 29 July 2006 04:56]




So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Mid-game gateable missle defence reserve Sat, 29 July 2006 18:11 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
m.a@stars wrote on Sat, 29 July 2006 03:15



Hey! Is that you *the* JC that was presumed lost inside a collapsing wormhole so long ago while on a research trip Sherlock? So it was not a ghost I saw earlier today at rgcs? Disco Very Happy


I very much doubt this is the REAL JC. JC was all about details, which is why his posts were, and still are, valued. He never plagerized in the past, and was quick to give others credit. Hence this person claims he calls this design a "pocket BB". However, JC's own words were:

The real JC

I call them "attack BBs" while others have called
the "pocket BBs"


http://groups.google.com/group/rec.games.computer.stars/msg/ dce3fbdf10d91628?&q=pocket+BB

Sure, I could be wrong, and I hope I am wrong, but somehow I doubt it.

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Mid-game gateable missle defence reserve Sun, 30 July 2006 04:22 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

I very much doubt this is the REAL JC

Yes, this may or may not be JC. Many of us are now automatically suspicious because of certain joker(s) that seem to visit the newsgroup and autohost once in a while.

Ron's current system seems to be quiet and watch and avoid accusing, and I am trying to copy that as his judgement has proven good in the past.



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Re: Mid-game gateable missle defence reserve Sun, 30 July 2006 05:09 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
mlaub wrote on Sun, 30 July 2006 00:11

I very much doubt this is the REAL JC. JC was all about details, which is why his posts were, and still are, valued. He never plagerized in the past, and was quick to give others credit. Hence this person claims he calls this design a "pocket BB". However, JC's own words were:

The real JC

I call them "attack BBs" while others have called
the "pocket BBs"


http://groups.google.com/group/rec.games.computer.stars/msg/ dce3fbdf10d91628?&q=pocket+BB

Sure, I could be wrong, and I hope I am wrong, but somehow I doubt it.


Wellll, eight years can do things to anyone's memory... Sherlock

Wouldn't it be something that not even the original JC was able to live up to our high concept of him? Whip



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Mid-game gateable missle defence reserve Sun, 30 July 2006 21:50 Go to previous messageGo to next message
JasonC is currently offline JasonC

 
Petty Officer 2nd Class
Stars! V.I.P

Messages: 58
Registered: July 2006
Location: Arlington, MA

lol.

I stand corrected. It is hardly the first time.

I did indeed eventually take to calling them pocket BBs - along with everybody else. And I certainly didn't invent them, though I dare say I used them to some effect.

Matt, sorry.

Why attack, incidentally? One of the advantages of 12 missile BBs is lower weight, which makes it easier to get speed 1 1/4 in the jug era, which puts starbases in range on turn 1.

Of course, the main reason is that the same iron stretches into more dp. The firepower reduction is less important. Less "lumpy" iron needs also smooths production. And the 8 other slots get sappers, which helps against beam counters.

The original motivation is that full kills through the shields depend on the hits from a single firing slot on the shooting token - thus missiles stacked higher in 6 slots, will get more through-shields kills than the same number of missiles diluted by being spread over 4 and 2 slots, as well.


Sincerely,


Jason Cawley

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Re: Mid-game gateable missle defence reserve Mon, 31 July 2006 02:02 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
JasonC wrote on Sun, 30 July 2006 20:50


Matt, sorry.


No need to apologize, I am just pointing out an inconsistency from a post I remembered. Like I said, I hope I am wrong.

Quote:

Why attack, incidentally? One of the advantages of 12 missile BBs is lower weight, which makes it easier to get speed 1 1/4 in the jug era, which puts starbases in range on turn 1.

Midgame germ crunch on most race designs would simply make this unsatisfactory in even moderate numbers, IMO. Sure, by your math you can build ~35% more missile BB's with the iron saved, but don't forget that you are not saving much on Germ (less than 10% I bet). Where exactly are you going to come up with +25% more germ to build more missile boats? I'd rather have the extra missiles, and deal with bases in a different way.

my 2 cents
-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Mid-game gateable missle defence reserve Mon, 31 July 2006 09:31 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
Getting back to the original threads post...I usually don't even try to build gatable missile BB's. Either I wait for warp 10 engines, and run them through regular space, or I just save the Iron for gatable Omega Nubs in the late game. It all depends on what my enemy is fielding, ofc.

Most people seem to build missile CC's for gatable missile ships. While they can work quite well in many cases, they are quite fragile and a bit Germ intensive. Probably one of the worst designs you can build for the min cost IMO.

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Mid-game gateable missle defence reserve Mon, 31 July 2006 14:59 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

8 sappers

At times I can see that useful, but most situations would see too much cost and attractiveness added to my missile boats. Sappers may bring you too close to enemy beamers when you want to stay away in certain battleboard situations. I prefer either no sappers or less sappers.

Quote:

don't even try to build gatable missile BB's


Beyond gatable you gain in armour ratio, battleboard last move, perhaps ship kills, and flexibillity. Of course you lose in overall efficiency with germ.

More ship hulls per cost is more armour without having to add any. If your missile boat is lighter than enemy, and you have only missile boats left, your last move may allow you to stay out of his missile range while still hitting his beamers. Ship kills, your missiles are concentrated into less slots so potentially more kills. Less expensive single missile boat is easier to risk in a skirmish ambush/sniper attack, and fear that you MIGHT gate missile boats makes enemy hesitate to attack one of your 300/500 gated worlds.

On missile cruisers, galleon is sometimes better overall. 3 missiles rather than 4, BUT extra slots can mean using less germ intensive early battle computers. Galleon can also work as small load transport while in reserve which can save on large freighters. Extra engines can actually be nice with cheap engines due to battle speed gains. Galleons are less "fragile".





[Updated on: Mon, 31 July 2006 19:45]

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Re: Mid-game gateable missle defence reserve Mon, 31 July 2006 16:22 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
multilis wrote on Mon, 31 July 2006 14:59

Quote:

8 sappers

At times I can see that useful, but most situations would see too much cost and attractiveness added to my missile boats. Sappers may bring you too close to enemy beamers when you want to stay away in certain battleboard situations. I prefer either no sappers or less sappers.

The last game I used 'pocket bbs' I put 4 beams on them. One of my main opponents was SD, so making sure that sweeping was everywhere was the main reason. They didn't advance to use their beams, but in some simulations (and maybe even in real battles) they did get to fire their beams at beamers that managed to close.

I was IT so I wasn't concerned about gating them through small (300/500) gates. However, when I compared the iron cost of the 12 missile BBs vs 16s, the 12s were cheaper in iron because I was going to armor the 16s, and was able to skip the armor on the 12s, and still end up with more DP per missile. It may not have worked out as well if I hadn't had RS.



- LEit

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Re: Mid-game gateable missle defence reserve Mon, 31 July 2006 20:12 Go to previous messageGo to next message
JasonC is currently offline JasonC

 
Petty Officer 2nd Class
Stars! V.I.P

Messages: 58
Registered: July 2006
Location: Arlington, MA

You typically get 5% more missile fighting power from the 12s than from the 20s, per kt of iron invested.

Yes 35% more ships is about right. Call it a third. Thing is, price is a "two-fer" - it gives moer fp and more dp. So instead of 12 you get 16 missiles for the price. OK, the 20 has more. But the 20 has to KO a third more ships as well, so relative to the dp available it is like 15 - or the 16 are like 21.

All the others are bonuses - ship kills through intact shields sooner, battlespeed, last move, gatable, less lumpy building, and sappers.

Sappers do not make them "move wrong" and they help enourmously against beam BBs. With their computers, missile BBs tend to have high initiative, and the sappers will drop all the shield of a comparable token the first time they are in range, before they can fire. Then the cap missile hit with double damage and 4 times the armor effect compared to a shielded target. That dramatically reduces the fp the beamer stack first hits you with.

As for affording them, beam BBs typically cost 2:2:1 in the minerals, and even the pockets cost vastly more iron than B or G. The iron is the limiter for missile boats. Overall boats are limited by overall minerals and by resources. On G cost, I typically use 4 computers and 3 jammers on these - the dp edge favors going for survival even under fire rather than putting everything in the initiative war. With even jamming to that on my higher-bora beamers, often my beamers were targeted before the missiles.

As for how many of them you need, a mostly beam fleet works fine if you have some of these to suppliment it. They kill starbases which otherwise can load up on beams and capacitors, they kill bomber groups, they punish pure capacitor beam designs or low range beams etc. All the combined arms effects you need from missiles. I typically made only a modest token ofthem in the jug or doom era, around 25 ships. Later in life they split into 5s, 6s, 8s, or 10s as the base killing part of planet killer side fleets.

The 20 missile design is just useless in my opinion. Way too many eggs (and too much iron) in one basket. With standard torps (omegas e.g.) I would sometimes use 16, with 4 sappers.

As for waiting for nubs, um, if your games don't feature major wars until then you need to find some much more aggressive players.


Sincerely,


Jason Cawley

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Re: Mid-game gateable missle defence reserve Mon, 31 July 2006 23:46 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

Sappers do not make them "move wrong"

I have a testbed that clearly shows otherwise for real game situation. Yes this won't always/usually be case but there is a risk.

After my current game is over, which likely will take months I can go over a bunch of interesting stuff I have learned about battleboard mechanics. I have no diplomacy restriction when others do, I expect at least one alliance containing an AR to be strong (2 possible), I won't be first to nubs... I will have my hands full, so I don't want to give away my future plans ahead of time.

Quote:

As for waiting for nubs

I think what he is saying is he sometimes can do well enough in mid game big wars with fast beamers and flak alone.


[Updated on: Mon, 31 July 2006 23:55]

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Re: Mid-game gateable missle defence reserve Tue, 01 August 2006 11:12 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
multilis wrote on Mon, 31 July 2006 22:46

Quote:

Sappers do not make them "move wrong"

I have a testbed that clearly shows otherwise for real game situation. Yes this won't always/usually be case but there is a risk.


There are a couple quirks, and not many people know about them. I was recently suprised to find an expert player had a misconception about basic battle board movement. I usually only post stuff that could be considered a bug, hence the R2 beamer/R3 sapper bug. <shrug> Believe what you want, but don't ask for a regen. Smile

Quote:

As for waiting for nubs
Quote:


I think what he is saying is he sometimes can do well enough in mid game big wars with fast beamers and flak alone.



Yep, exactly. Unless he is able to kill the Beamers' escorting chaff, his design doesn't stand a snowflakes chance in the Sahara. Add to the fact that if his missile ships to advance both moves on round 1, it virtually guarentees that his ships will open up on the chaff from the start of the battle to finish (default orders).

As to me fighting early wars, and finding more aggressive opponets...I can't remember a normal type game that I haven't been at war by turn 25, and many times I have fundametally eliminated my first victim by Y40. IIRC, my record is turn 18, for total enemy pop wipe in a medium universe. That quick and aggressive enough for ya?

I only play it slow when I play 4% HE's. I usually try to stay out of war before Y45 with that race type. Smile

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Mid-game gateable missle defence reserve Mon, 07 August 2006 02:54 Go to previous messageGo to next message
tgellan is currently offline tgellan

 
Chief Petty Officer

Messages: 75
Registered: May 2006
Location: Luxembourg
Hi,

mlaub wrote on Tue, 01 August 2006 17:12


There are a couple quirks, and not many people know about them. I was recently suprised to find an expert player had a misconception about basic battle board movement. I usually only post stuff that could be considered a bug, hence the R2 beamer/R3 sapper bug. <shrug> Believe what you want, but don't ask for a regen. Smile


Hm, which quirks do you refer too? The only one, I'm aware, is that beamers of range 2 combined with sappers won't close in to beamer range, even if the ships do have the required movements and the sappers would blast off the shield on first blow...
Is there anything else?

mlaub wrote on Tue, 01 August 2006 17:12


As to me fighting early wars, and finding more aggressive opponets...I can't remember a normal type game that I haven't been at war by turn 25, and many times I have fundametally eliminated my first victim by Y40. IIRC, my record is turn 18, for total enemy pop wipe in a medium universe. That quick and aggressive enough for ya?



That seems awfully early to me... How did you manage to take out his HW? For me this sounds like he didn't bother to upgrade the station, nor build any defenses and did take away most of his HW population, or he was AR and didn't upgrade his station either...

Or what's your secret in that?

Tgellan

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Re: Mid-game gateable missle defence reserve Tue, 08 August 2006 15:37 Go to previous message
PricklyPea is currently offline PricklyPea

 
Lieutenant

Messages: 534
Registered: February 2005
JasonC wrote on Mon, 31 July 2006 20:12


You typically get 5% more missile fighting power from the 12s than from the 20s, per kt of iron invested.

Yes 35% more ships is about right. Call it a third. Thing is, price is a "two-fer" - it gives moer fp and more dp. So instead of 12 you get 16 missiles for the price. OK, the 20 has more. But the 20 has to KO a third more ships as well, so relative to the dp available it is like 15 - or the 16 are like 21.

All the others are bonuses - ship kills through intact shields sooner, battlespeed, last move, gatable, less lumpy building, and sappers.

Sappers do not make them "move wrong" and they help enourmously against beam BBs. With their computers, missile BBs tend to have high initiative, and the sappers will drop all the shield of a comparable token the first time they are in range, before they can fire. Then the cap missile hit with double damage and 4 times the armor effect compared to a shielded target. That dramatically reduces the fp the beamer stack first hits you with.

As for affording them, beam BBs typically cost 2:2:1 in the minerals, and even the pockets cost vastly more iron than B or G. The iron is the limiter for missile boats. Overall boats are limited by overall minerals and by resources. On G cost, I typically use 4 computers and 3 jammers on these - the dp edge favors going for survival even under fire rather than putting everything in the initiative war. With even jamming to that on my higher-bora beamers, often my beamers were targeted before the missiles.

As for how many of them you need, a mostly beam fleet works fine if you have some of these to suppliment it. They kill starbases which otherwise can load up on beams and capacitors, they kill bomber groups, they punish pure capacitor beam designs or low range beams etc. All the combined arms effects you need from missiles. I typically made only a modest token ofthem in the jug or doom era, around 25 ships. Later in life they split into 5s, 6s, 8s, or 10s as the base killing part of planet killer side fleets.

The 20 missile design is just useless in my opinion. Way too many eggs (and too much iron) in one basket. With standard torps (omegas e.g.) I would sometimes use 16, with 4 sappers.

As for waiting for nubs, um, if your games don't feature major wars until then you need to find some much more aggressive players.


Sincerely,


Jason Cawley


Glad to see you posting again JC Smile Your archived posts on RCGS are still a very valuable resource! Smile

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