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Re: Alcoa & Strat Mon, 21 May 2007 03:28 Go to previous messageGo to next message
Micha

 

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Altruist wrote on Mon, 21 May 2007 08:49

Quote:

If that is so there may be an opportunity to spring a surprise attack against the Vorlon HW.


I think there was a chance. Now we will be running right into weap16-fleets just being in the process of getting built.

But having said this, a combined surprise attack is still a good option... after we have all got en10 and con13.

I've to second that. They will go to full ship building any turn now, they can't be that far from their final techs and there is no need for them to got to eny14/weap20/... that's just too far. So when we move in now (well after we have the tech/ships) we'll run into a lot of fleets. :-/

mch

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Re: Alcoa & Strat Mon, 21 May 2007 05:14 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
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Altruist wrote on Mon, 21 May 2007 02:49

Alcoa:
Mmh, what I don't understand in your suggestions about how to attack Alcoa...


Did you look at the simulation?

When the attack takes place at Alcoa the ships are still owned by SPOO (transfer occurs after battle).

The crowding is achieved with SPOO, Llort, Pak, Earth, Ipsha, Hyak - still OK if Earth or Ipsha leave (but not both).

On the 2nd turn the ships are Narn & no crowding wanted - that's when the bombers move in.

The plan I suggested works perfectly provided it is accurately followed - I simulated it 10 times.

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Re: Alcoa Mon, 21 May 2007 12:03 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
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AlexTheGreat wrote on Mon, 21 May 2007 11:14

Did you look at the simulation?

When the attack takes place at Alcoa the ships are still owned by SPOO (transfer occurs after battle).

The crowding is achieved with SPOO, Llort, Pak, Earth, Ipsha, Hyak - still OK if Earth or Ipsha leave (but not both).

On the 2nd turn the ships are Narn & no crowding wanted - that's when the bombers move in.

The plan I suggested works perfectly provided it is accurately followed - I simulated it 10 times.


All true.
I had problems to see the value of a first attack without bombers, not fully realizing the costs of the Alcoa Ultra and that Alcoa just can't reproduce such an Ultra every year.

O well, now it's too late and the crowding wouldn't had worked due to all ships leaving orbit.

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Re: Alcoa Mon, 21 May 2007 19:02 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
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Altruist wrote on Mon, 21 May 2007 12:03

I had problems to see the value of a first attack without bombers, not fully realizing the costs of the Alcoa Ultra and that Alcoa just can't reproduce such an Ultra every year.

O well, now it's too late and the crowding wouldn't had worked due to all ships leaving orbit.


Probably couldn't have built the same US as you say but I'd actually factored in 2 extra BBs (beam & or sapper), 4 different initial US designs & assumed a full Jug base in the 2nd turn. Worst result was 10 lost CCs.

The crowding in the first year was essential to kill the base before the CCs were destroyed. However, had the bombers been there they would have been targetted first & would have all been killed.

As it turns out tho the result would have been terrible since, as you say, both Earth & Ipsha left.

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Re: Tact & Strat Fri, 25 May 2007 10:43 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
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In the last turns I realized several things:

1) Fighting BBs with up to weap 14 is possible with high enough numbers of cruisers with weap10. But weap10-CCs have no chance vs weap16-BBs, especially when shields are rendered useless by the powerful phased sappers.

2) Bombing planets with heavy defenses happens best with bombers from several players.
The Player with the lowest gamenumber starts with LBUs (or m80 if nothing else is available), followed by other players with cherries or m80. Inbetween each bombing Stars recalculates the defenses and the next player faces less defenses and gets thru more bombs. Thus I am switching bombers to and fro witht he Narn. Unfortunately my first LBUs will come at a time when the Spoo will be in retreat again.

3) Battlegrid manipulation together with passing to and fro bombers and warships, allows setups where bombers are farthest from the enemy station and warships closest (especially interesting for slow warships)... which can be great when everything works and desaster if not.

4) If we make a combined attack against the Vorlons via gates, we better use shipdesigns which can be transfered AND stacked.

Altogether I think we should keep in mind and discuss a bit more towards the aim that our main warships and bombers of the next generation are of the same design.

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Re: Tact & Strat Sat, 26 May 2007 13:50 Go to previous messageGo to next message
Skaffen is currently offline Skaffen

 
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Altruist wrote on Fri, 25 May 2007 16:43

In the last turns I realized several things:

1) Fighting BBs with up to weap 14 is possible with high enough numbers of cruisers with weap10. But weap10-CCs have no chance vs weap16-BBs, especially when shields are rendered useless by the powerful phased sappers.



Yup, but itīs also possible to fight W16 BBs with W14 CCs. Especially if you have RS and rams. Once we have prop 13 though with the EP, thatīs also pretty good. Iīm not sure if Iīll really want to go the BB way. As Iīve mentioned before, Graham in FA has taught me newfound respect for CCs.

Quote:


2) Bombing planets with heavy defenses happens best with bombers from several players.
The Player with the lowest gamenumber starts with LBUs (or m80 if nothing else is available), followed by other players with cherries or m80. Inbetween each bombing Stars recalculates the defenses and the next player faces less defenses and gets thru more bombs. Thus I am switching bombers to and fro witht he Narn. Unfortunately my first LBUs will come at a time when the Spoo will be in retreat again.



Most definititiously! (one free load of G to whoever can tell me where that one is quoted from without using google... Wink )

Though inspite of my low player number I am planning to use the Hush-A-Boom as soon as it becomes feasible. Itīs just too good not to use. Costs for the bomb are very low and for my current B17s I need a SFX for every bomber for every warp 9 jump! Talk about expenses... Sad

Quote:


3) Battlegrid manipulation together with passing to and fro bombers and warships, allows setups where bombers are farthest from the enemy station and warships closest (especially interesting for slow warships)... which can be great when everything works and desaster if not.



Of course, weīve been getting pretty good at this but theyīre learning.

Quote:


4) If we make a combined attack against the Vorlons via gates, we better use shipdesigns which can be transfered AND stacked.

Altogether I think we should keep in mind and discuss a bit more towards the aim that our main warships and bombers of the next generation are of the same design.



Yes and no, e.g. I was seriously thinking about using armored BBs, since I made the mistake of not taking RS I might as well make use of it. In FA I crunched the numbers and found that contrary to popular wisdom it was economically sensible to put organic armor on them, though in that case I had quite a high bio level from an MT. Will have to re-calculate that here...

Next thing EP (or whatever other toy some or us might get), not everyone has it, but itīd be stupid not to use it once itīs available (if ever, but Pak are making great progress there).

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Re: Tact & Strat Sat, 26 May 2007 14:34 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
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Skaffen wrote on Sat, 26 May 2007 19:50

Altruist wrote on Fri, 25 May 2007 16:43

In the last turns I realized several things:

1) Fighting BBs with up to weap 14 is possible with high enough numbers of cruisers with weap10. But weap10-CCs have no chance vs weap16-BBs, especially when shields are rendered useless by the powerful phased sappers.



Yup, but itīs also possible to fight W16 BBs with W14 CCs. Especially if you have RS and rams. Once we have prop 13 though with the EP, thatīs also pretty good. Iīm not sure if Iīll really want to go the BB way. As Iīve mentioned before, Graham in FA has taught me newfound respect for CCs.


True. I just wanted to stress the point that especially you and me (with the most weap10-CCs) should try to make heavy and good usage of our fleets BEFORE the VA's weap16-BBs arrive.

About using CCs when BBs are available:
As soon as you start thinking about capacitors, super-comps or jammers... it leads to BBs.

Skaffen wrote on Sat, 26 May 2007 19:50

Quote:


4) If we make a combined attack against the Vorlons via gates, we better use shipdesigns which can be transfered AND stacked.

Altogether I think we should keep in mind and discuss a bit more towards the aim that our main warships and bombers of the next generation are of the same design.



Yes and no, e.g. I was seriously thinking about using armored BBs, since I made the mistake of not taking RS I might as well make use of it. In FA I crunched the numbers and found that contrary to popular wisdom it was economically sensible to put organic armor on them, though in that case I had quite a high bio level from an MT. Will have to re-calculate that here...

Next thing EP (or whatever other toy some or us might get), not everyone has it, but itīd be stupid not to use it once itīs available (if ever, but Pak are making great progress there).


True.
But we really need the ability to stack our ships when we want to make a joint attack. Perhaps it is not necesary that all 4 of us build the same design... but 2-3 should agree at least on 2 main warship-designs: 1 laser-design, 1 missile-design


[Updated on: Sat, 26 May 2007 17:01] by Moderator


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Gaim Attack Fleet Sat, 26 May 2007 14:41 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
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Eh, as impressive as your approx. 150 CCs are you have gathered around the former Drakh HW... where are the bombers?

Or don't you intend to attack the former Drakh HW?

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Re: Gaim Attack Fleet Sat, 26 May 2007 16:45 Go to previous messageGo to next message
Skaffen is currently offline Skaffen

 
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I am, bombers are coming in but itīs taking forever to gather a fleet without gates... Sad 6 years at least to the front from major production centers.

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Re: Tact & Strat Sat, 26 May 2007 17:13 Go to previous messageGo to next message
Micha

 

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Skaffen wrote on Sat, 26 May 2007 19:50

Quote:


4) If we make a combined attack against the Vorlons via gates, we better use shipdesigns which can be transfered AND stacked.

Altogether I think we should keep in mind and discuss a bit more towards the aim that our main warships and bombers of the next generation are of the same design.



Yes and no, e.g. I was seriously thinking about using armored BBs, since I made the mistake of not taking RS I might as well make use of it. In FA I crunched the numbers and found that contrary to popular wisdom it was economically sensible to put organic armor on them, though in that case I had quite a high bio level from an MT. Will have to re-calculate that here...

"Popular wisdom" does *not* say that is is *not* "economically sensible to put organic armor on BBs", the armor is not used because it makes BBs too heavy to gate around (without armor around 377kT) and makes them in some cases too heavy with the range2 vs range3 weap in mind. In this game with only IT gates without mass limit the first reason is of course absent ... The second reason might OTOH be of greater importance here since we might be fighting their weap16 with our weap14 ...

Anyway if there is a question the answer would be: personally I think we're better off with BBs ...

Quote:

Next thing EP (or whatever other toy some or us might get), not everyone has it, but itīd be stupid not to use it once itīs available (if ever, but Pak are making great progress there).

Doing the best I can, and that's prop13 in 3 years ... I have con13 now so I should be getting nothing but elec and elec9 for the EP would (with all succesful trades) 3 years as well ... means I could build EP lambs to give prop13 and the item to teammembers without (of course *small* chance to get the item) ...
All this research means obviously no warfleet in my hands ...

mch

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Re: Tact & Strat Sun, 27 May 2007 02:50 Go to previous messageGo to next message
Skaffen is currently offline Skaffen

 
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Micha wrote on Sat, 26 May 2007 23:13


"Popular wisdom" does *not* say that is is *not* "economically sensible to put organic armor on BBs", the armor is not used because it makes BBs too heavy to gate around (without armor around 377kT) and makes them in some cases too heavy with the range2 vs range3 weap in mind.


I am referring to quite a few discussions on the topic in the old newsgroup and I think some threads here at autohost as well where the consens seemed to be that if you take the resources spent on armor youīre cheaper off building more BBs, with the weight an added incentive of course. Counter-argument is the higher divisor for kills. But even the first part doesnīt hold water with a bit of miniaturization.

Resources for more warships also adds to the damage dealt, not just armor/shields but according to my calculations it was even cheaper when considering that aspect as well.

Quote:


Anyway if there is a question the answer would be: personally I think we're better off with BBs ...


At which W-tech level? Of course if we have W16 an SBC supported missile ship or 6 caps for Mega-Blasters are great (especially for us IS where the weapons are so expensive that adding damage through caps is the best way to go).

But W14 seems much more feasible and if given the choice between W10 BBs or W14 BBs and W14 CCs I think the CCs (especially with the EP giving move 2.5 AFAIK) are the way to go. Well, W15 for sappers would also help. The W14 beams are also almost half the costs as W16 with higher init...

What about that bug about mixed range weapons? Is there a way around it (e.g. given max damage orders) or will the ship always stay at range 3 and not close in?

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Re: Tact & Strat Sun, 27 May 2007 12:02 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Skaffen wrote on Sun, 27 May 2007 01:50


What about that bug about mixed range weapons? Is there a way around it (e.g. given max damage orders) or will the ship always stay at range 3 and not close in?


Nope. I am the person who made that bug public knowledge, and I did alot of testing on my own. James M. went through and verified my tests independantly. I might have missed something, but I don't think James would have...

However, reread the bug. The maddening deal is that it doesn't always happen.
mlaub circa 2002

Essentially, the deal is this, if you have enough sappage to take down the opponents shields at range 3, then your ships stay at range 3. If your ships do not have enough sappage to eliminate the opponents shields, your ships close to range 2 so that the range 2 beams can finish the shields...


-Matt


[Updated on: Sun, 27 May 2007 12:06]




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

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Re: Tact & Strat Sun, 27 May 2007 12:13 Go to previous messageGo to next message
Skaffen is currently offline Skaffen

 
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Thanks for the answer, though I have to admit that I hate to see it in our supposedly private forum. Sad

Second time that "security" broke down, which means we can just forget about using it until we know why the heck this is happening and even then I think weīll have to go back to EMail for coordination.

Oh well, letīs look at the bright side, maybe finally a moderator will see my posts and Iīll lose my civilian rank... Wink

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Re: Tact & Strat Sun, 27 May 2007 18:25 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Skaffen wrote on Sun, 27 May 2007 11:13

Thanks for the answer, though I have to admit that I hate to see it in our supposedly private forum. Sad


Well...the topic showed up when I hit "unread posts". I assumed that it was a regular post. I did not go browsing through the private channels. Perhaps the moderators could make it invisible? I dunno. Doesn't seem that secure to me if it shows up with the unread function. You should let them know about this.

Frankly, I'd rather not see it either, as it is for the most part a waste of my time to wade through game specific posts.

-Matt





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

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Re: Tact & Strat Mon, 28 May 2007 00:37 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
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mlaub wrote on Sun, 27 May 2007 18:25

Well...the topic showed up when I hit "unread posts". I assumed that it was a regular post. I did not go browsing through the private channels. Perhaps the moderators could make it invisible? I dunno. Doesn't seem that secure to me if it shows up with the unread function. You should let them know about this.

Frankly, I'd rather not see it either, as it is for the most part a waste of my time to wade through game specific posts.

-Matt



No problem mlaub, this forum is supposed to be invisible except to members of our alliance but for some reason is not. We're not really concerned if you (or any other player not involved this game) want to read it.

The problem has already been reported but we believe that one or more unscrupulous players in this game are monitoring it despite the sticky asking not to!

John

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email-communication Sun, 08 July 2007 13:02 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
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I am posting this in the strat & tact section because only proper communication allows us our tactical manoeuvres.

Some stats:
Number of emails in my bab5v2-folder: 1364 (that's WITHOUT any game-files).
By now the typical number of emails per turn has risen to: 40 and above
At the moment the game is on hold and nobody knows wether we will see a regen or not. But so far I have already 5 different emails from John alone about orders for the Spoo.

Do I consider this kind of email-traffic fun? No.

Some simple rules:
  1. Nobody needs to confirm orders to everybody. A simple reply to the player who is requesting the orders and confirmation is absolutely sufficient.

  2. Never mix general information and requested orders into one email, especially not if the orders can be found somewhere in the 28th line.

  3. Use 1 email for all the orders you request from 1 player (or from several players) instead of half a dozen emails.

  4. Choose a descriptive and clear subject.

  5. Even when making a reply it might be helpful to adjust the subject in a way that it is still obvious that it is a reply but now switching to another topic.

  6. Before pressing REPLY TO ALL stop for a second and think wether this is really needed.

  7. Before writing an email stop for a second and think wether this could be better posted in this forum.

In general I prefer the forum because it allows a better overview. The information is also much easier accessable in comparison to an email sent 483 emails before.

Emails are good for urgent things like orders or stuff which is relevant only for several days.
The Forum is better for discussion, news, reports.

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Re: 2492 - Attacking Abel ASAP? Sat, 14 July 2007 19:58 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
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Since we're all frustrated with VA strategy or lack of it why don't we set a time scale for attacking Abel?

If the VA are scattered about attacking on several fronts we have a good chance if we can gate 400-500 BBs to Squidcakes with support ships & grid manipulation ships regardless of their tech. They are unlikely to have that sort of strength there, tho it would be really good to scan Squidcakes/Abel if possible (any chance of a few 96% cloaked Galleons?)! If we fail then we cede.

I can start sending my new ships to the gate at Zippy & even pull some back if we are all agreed. They might realise after a few years that we are a bit quieter than expected but maybe not as long as we keep some ships at the front - I doubt the penny will drop quickly.

If we can defeat the VA then I think we would be favourites v the Shadows tho I'm still not sure what happens with the VA alliance if Abel is "orbited" - clearly the Vorlons are defeated according to the rules but can they still attack us, etc.? I'm assuming that the VA members are then independant & are free to either remain so or join us (but not share in victory).

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Re: 2492 - Attacking Abel ASAP? Sun, 15 July 2007 05:53 Go to previous messageGo to next message
Skaffen is currently offline Skaffen

 
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One problem: we have 3 different "standardized" Zaidzev designs already:

-Pak with 133 of their "zai'dz'ev" which are planned design but different name so we canīt transfer&merge them into a mega-stack

-Spoo with 111 "BB Zaidzev", same design but different name

-Llort with 55 "Zaidzev" and IS10 instead of the EP.

Gaim are waiting for prop 13 for the EP before building, but which of the designs / names should I build?! Especially since I have En 14 and could do them with gorillas...

At the moment Iīm tending towards Gorillas, since the original plan to have one standardized design is inoperative anyway and youīll soon catch up with En-tech. At least in a timeframe when we can realistically start building an attack fleet and the defense is hopefully on track.

As for the Gate fleet heading towards Dive: Iīd say itīs allowed to shoot it down but we should ask Steve first. The area is clearly contested and we certainly donīt want a gate there so it should be ok to prevent the gates from opening it. Then again, if we ask and he gives a public ruling they might wake up and guard the ships. Better to shoot first... Wink

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Re: 2492 - Attacking Abel ASAP? - transferring ships Sun, 15 July 2007 07:07 Go to previous messageGo to next message
Micha

 

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Skaffen wrote on Sun, 15 July 2007 11:53

One problem: we have 3 different "standardized" Zaidzev designs already:

-Pak with 133 of their "zai'dz'ev" which are planned design but different name so we canīt transfer&merge them into a mega-stack

-Spoo with 111 "BB Zaidzev", same design but different name


Name/icon does NOT matter (as said several times before). And unlike I also said earlier: it does not even matter if the ships are transferred the same turn, the transferred design gets the name of the race with the lowest player number.
I remember that during a game this was not the case, the player ended up with two ship designs, must have been an older version and I never tested it again until now.

Quote:

-Llort with 55 "Zaidzev" and IS10 instead of the EP.


This of course does matter. Smile

mch


[Updated on: Sun, 15 July 2007 07:08]

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Re: 2492 - Attacking Abel ASAP? Sun, 15 July 2007 07:20 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
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Skaffen wrote on Sun, 15 July 2007 05:53

One problem: we have 3 different "standardized" Zaidzev designs already:

-Pak with 133 of their "zai'dz'ev" which are planned design but different name so we canīt transfer&merge them into a mega-stack

-Spoo with 111 "BB Zaidzev", same design but different name

-Llort with 55 "Zaidzev" and IS10 instead of the EP.



I'm pretty sure Micha said that the name & icon don't matter. So the Pak & SPOO ships can be combined as can the Gaim ships if the design is identical.

Llort ships cannot be combined but I'm sure there would be uses for them + allows a 2nd option to get close to a base or enemy fleet.
Quote:

As for the Gate fleet heading towards Dive: Iīd say itīs allowed to shoot it down but we should ask Steve first. The area is clearly contested and we certainly donīt want a gate there so it should be ok to prevent the gates from opening it. Then again, if we ask and he gives a public ruling they might wake up and guard the ships. Better to shoot first... Wink

I already suggested to Steve that shooting his ships appeared allowable - no reply yet.

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Re: 2492 - Attacking Abel ASAP? Sun, 15 July 2007 07:32 Go to previous messageGo to next message
Skaffen is currently offline Skaffen

 
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OK, I stand corrected, and also tested transfer on the same turn, ships still end up in the same slot even if different icons and names are transferred at once.

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Re: 2492 - Attacking Abel ASAP? - gating Sun, 15 July 2007 08:09 Go to previous messageGo to next message
Micha

 

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So gating from Zippy to Squidcakes? That's almost 900ly and 50% damage for your ships, not to mention the losses to the void, not sure what those would be, Stars! Calculator says 0% but that is not true, there *will* be losses.

I could request a gate at Nada, have been thinking about that from the start of the game, it's red for both SPOO and pak'ma'ra. That's 686ly ... 32% damage ...

Transfer at arrival and the merged fleet can go in. 153ly from Squidcakes to Abel, too late for VA to assemble a counter fleet, even if ours is +/-40% damaged and 10-20% of the 400 ships are lost ...

mch

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Re: 2492 - Attacking Abel ASAP? - gating Sun, 15 July 2007 23:22 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
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I have tested gating losses using non-IT ships between Any/300 gates. All tests involved 2000 BBs to Squidcakes:

From _________ Actual/Test ___ Lost/Damages
Taurus ________ 667/668ly ______ 9.4%/30%
Nada __________ 686/685ly ______ 9.5%/32%
Nada __________ 686/698ly _____ 11.9%/32%
Shannon _______ 731/733ly _____ 11.8%/36%
Dog House _____ 754/756ly _____ 11.3%/38%
Zippy _________ 894/901ly _____ 15.8%/50%

Strangely enough this suggests that the losses to the void through distance is stepped (i.e. similar losses for a range of distance - I did 2 tests on Nada to partly confirm that).

My Proposal:
Pak/SPOO establish a gate at Dog House (move pop-drop to Nada if need be). Pak/SPOO rendezvous there.
Gaim/Llort establish a gate at Shannon but rendezvous first at Zippy before gating to Shannon.

IMO Nada & Taurus are too risky - if we are discovered the whole strategy is lost. I'd much rather risk a few extra lost BBs. The JOAT VAs likely have at least Elec14 by now & maybe better. Who knows when they'll have Elec19 (Nexus).

I will be planet hoping to avoid detection which is why the Gaim/Llort should gather first at Zippy - there's a lot of space otw to Shannon from our shipyards. I strongly suggest that the Pak/SPOO do the same.

In the past, gates have taken 4 years to construct + Steve has to get there first. I will be asking Steve to establish the gate at a planet other than where it will be & changing to the correct planet at the last minute - I don't want the VA to know those locations.

Opinions?

Micha wrote on Sun, 15 July 2007 08:09

So gating from Zippy to Squidcakes? That's almost 900ly and 50% damage for your ships, not to mention the losses to the void, not sure what those would be, Stars! Calculator says 0% but that is not true, there *will* be losses.

I could request a gate at Nada, have been thinking about that from the start of the game, it's red for both SPOO and pak'ma'ra. That's 686ly ... 32% damage ...

Transfer at arrival and the merged fleet can go in. 153ly from Squidcakes to Abel, too late for VA to assemble a counter fleet, even if ours is +/-40% damaged and 10-20% of the 400 ships are lost ...

mch

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Re: 2492 - Attacking Abel ASAP? - gating Mon, 16 July 2007 00:05 Go to previous messageGo to next message
Skaffen is currently offline Skaffen

 
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Iīm not sure if the reduced damage for gating from Shannon is worth potentially giving the whole thing away. If they see a new gate established (no matter where) thereīll be alarm bells ringing.

Iīd say Shannon if and only if we can convince Steve to planet-hop there: Gating in at Zippy and then No Respect -> Hoover -> Shannon.

Otherwise letīs just bite the bullet and come in 50% damaged instead of 35%, sucks either way... Sad

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Re: 2492 - Attacking Abel ASAP? - gating Mon, 16 July 2007 03:07 Go to previous messageGo to previous message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
AlexTheGreat wrote on Mon, 16 July 2007 05:22

In the past, gates have taken 4 years to construct + Steve has to get there first. I will be asking Steve to establish the gate at a planet other than where it will be & changing to the correct planet at the last minute - I don't want the VA to know those locations.

Last night I was thinking about using one of the popdrop planets as well ... they are a bit further ... I'm also considering dropping a load of cols first and let them start building factories to speed up gate construction. Though if Steve sends enough cols he should be able to build a gate in 2 turns. An any/300 doesn't cost that much with IT reduced cost and high tech levels ... or maybe the Gate race doesn't have high tech ...
Anyway I was also planning to ask Steve to put up a gate for example at my HW and indeed letting him change course in the last turn or so ...
Nevertheless VA might notice the Gate ship movement ...

mch

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