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Capital ships and escort ships Thu, 27 September 2007 04:39 Go to next message
Machalot is currently offline Machalot

 
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I have only played against the computer and against my brother. Neither of us is what I would consider an experienced player in terms of long game strategy.

From what I've read here about the progression of most games, people are referring to a "BB era", which I assume transitions eventually to a "Nub era". Does that mean that FF/DD/CC hulls become obsolete for combat?

The reason I ask is that these ships seem to be modeled after the hull types of great naval fleets that battled in the two World Wars. In those battles, the fleets would consist of, say, 4 to 6 BBs, 15 to 20 CCs, and 50 to 60 DDs and FFs. The escort ships played very significant roles, perhaps even moreso than the BBs. But based on what I'm reading, it sounds like those hulls (with the exception of FFs as cannon fodder) have no place on the battleboard alongside BBs.

I'm thinking of cases where DDs or even submarines landed killing blows against BBs. It seems like in Stars, the DDs are just simply brushed aside by a volley or two of missiles, and the "real" combat takes place entirely between capital ships. Somebody please tell me I'm wrong!


[Updated on: Thu, 27 September 2007 04:41]




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Re: Capital ships and escort ships Thu, 27 September 2007 05:22 Go to previous messageGo to next message
Micha

 

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Hi!

Well, you are not wrong. Later in game the "real" combat is between BBs and eventually nubs. The smaller hulls still have their roles but most of them not combat related, more sweep/counter-sweep, scanning, etc.
The "real" combat needs heavy firepower, first shot, large (shield) stacks ... All things the smaller hulls cannot provide due to smaller number of slots and lower base armor ...

mch


[Updated on: Thu, 27 September 2007 05:25]

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Re: Capital ships and escort ships Thu, 27 September 2007 05:33 Go to previous messageGo to next message
Machalot is currently offline Machalot

 
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So escort ships don't participate at all in the big battles? It is better for them just to stay home?

Is it possible to create fast destroyers or cruisers with a battleplan to take out bombers and freighters, and then assist against the battleships, while your battleships focus on defending the starbase by taking out the enemy battleships?



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Re: Capital ships and escort ships Thu, 27 September 2007 05:47 Go to previous messageGo to next message
Micha

 

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Machalot wrote on Thu, 27 September 2007 11:33

So escort ships don't participate at all in the big battles? It is better for them just to stay home?

By escort ships you mean DD/CC sweepers? They can tag along with the big warfleet, just make sure they have battle orders to *not* advance towards the enemy BBs when battles happen since they would be toasted.
Though in general those escorts will not participate in the larger battles, they should be out in space doing their job, only joining the larger fleet to refuel or to lure the enemy escorts in for a kill.

Quote:

Is it possible to create fast destroyers or cruisers with a battleplan to take out bombers and freighters, and then assist against the battleships, while your battleships focus on defending the starbase by taking out the enemy battleships?

No, not really. DDs and CCs lack the slots to have *and* high movement *and* first shot. For bomber/freighter sniping you would be using missile BBs/nubs. Note that this kind of sniping means you are probably not in a battle that you are going to win but a seperate action with only a few of your specially tailored BBs.

mch

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Re: Capital ships and escort ships Thu, 27 September 2007 12:25 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Machalot wrote on Thu, 27 September 2007 10:39

From what I've read here about the progression of most games, people are referring to a "BB era", which I assume transitions eventually to a "Nub era". Does that mean that FF/DD/CC hulls become obsolete for combat?

I'll tell you what you do: join a game with intermediate players and you'll soon have LOTS of live experience of how to use or not use those hulls. Wink

BR, Iztok


[Updated on: Thu, 27 September 2007 12:25]

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Re: Capital ships and escort ships Fri, 28 September 2007 04:15 Go to previous messageGo to next message
Machalot is currently offline Machalot

 
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That's disappointing that you can't really have battles between different types of ships. Some of the best stories from WW2 are from battles between unequal fleets: several BBs versus multiple CCs and DDs, and it comes down to fancy strategery or luck.


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Re: Capital ships and escort ships Fri, 28 September 2007 05:12 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
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Machalot wrote on Fri, 28 September 2007 04:15

That's disappointing that you can't really have battles between different types of ships. Some of the best stories from WW2 are from battles between unequal fleets: several BBs versus multiple CCs and DDs, and it comes down to fancy strategery or luck.


Well, you can take on BBs using your CCs if you want. Eg. if:

enemy BB is equiped with: any engine, 16 HB, 4 Phased Sapper, 7 cap, 8 Bear
your CC is equiped with: any engine, 4 HB, 2 Phased Sapper, 4 Bear
Enemy BBs = 50
your CCs = 234
both fleets are in a single stack & both races have RS then you should achieve a marginal victory.

your CCs = 368
same conditions you should win the battle without losing a ship.

However, the overall cost of your fleet of 234 CCs will be considerably more than the enemy BB fleet.

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Re: Capital ships and escort ships Fri, 28 September 2007 11:05 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
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The stupid assed battle engine is THE thing in Stars! that causes me the most frustration.

Oh well.

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Re: Capital ships and escort ships Fri, 28 September 2007 11:28 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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vonKreedon wrote on Fri, 28 September 2007 17:05

The stupid assed battle engine is THE thing in Stars! that causes me the most frustration.


Please come along to the Freestars Forum and see whether a better one can be crafted for the next version of Stars. Rolling Eyes Sherlock 2 Guns Fire bounce Whip



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Re: Capital ships and escort ships Fri, 28 September 2007 13:58 Go to previous messageGo to next message
yartrebo is currently offline yartrebo

 
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Quote:

enemy BB is equiped with: any engine, 16 HB, 4 Phased Sapper, 7 cap, 8 Bear
your CC is equiped with: any engine, 4 HB, 2 Phased Sapper, 4 Bear
Enemy BBs = 50
your CCs = 234


You can build well over 50 of those BBs (assuming IS-10 engine - a must if you intend on getting 2 1/4 battle speed) for the cost of 234 IS-10 cruisers, so you're not comparing fleets of equal cost.

Also, those designs are pretty lousy. There are no overthrusters on any of those beamer ship designs. It's almost a given that the front slot on a BB holds an overthruster.

If you use the following BB design, the comparison only gets worse:

IS-10, 20 range 2 blaster (Mark IV), 6 cap, 1 overthruster, 8 bear.

This BB will shoot first, will set the range (range 2), and is much cheaper than your CC design because of efficiency of scale (you get 77% more out of each weapon, and use less engines/weapon and less engines/hp than lesser hulls).

The BB is an all around better ship than the CC, and is in turn outclassed by the Nubian.

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Re: Capital ships and escort ships Fri, 28 September 2007 20:56 Go to previous messageGo to next message
Machalot is currently offline Machalot

 
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There is a reason that in real life, the battleships grew bigger and bigger until WW2, and died out shortly thereafter. However, it seems that the BB has no disadvantages versus a cruiser or destroyer in Stars. The rules seems to be the bigger the better, whether you measure firepower, range, survivability, or cost, with virtually no tradeoffs, from the sounds of what you are all saying.

I don't think battleships (and, later, dreadnoughts) ever really owned the seas on Earth as they seem to in Stars (if you consider the Nubian to be just a larger, more flexible BB/DN) .

That's a bit of a disappointment.


I did read about one VML mod that reversed the initiative from smallest hull to largest. That seems to be a more realistic setup, as smaller ships with smaller guns should be able to maneuver and target more quickly. I don't know the details, but it seems like it would make sense to spread the base hull initiatives out so they are significantly different between light and heavy hulls, so the firing order would be more closely linked to class initiative. The true initiative comparisons where battle computers et cetera would really matter would be to determine the firing order within each class. Perhaps in exceptional cases for ship designs that are built for high initiative, ships could cross over into a higher initiative class.

It would also make sense if there was not a hard limit on the movement speeds. I would expect that smaller ships would almost always be faster and more agile than their larger counterparts of the same era, but the speed limit puts all ships on equal footing or even give the advantage to large ships with extra slots for OTs. That is the opposite of reality, where destroyers in the WW2 era cruised in the high 20 kts to mid 30 kts range, but modern ships are pushing 40+ kts. WW2 aircraft carriers cruised in the low 20s and modern supercarriers are just pushing into the mid 30s now.

Just some thoughts.



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Re: Capital ships and escort ships Fri, 28 September 2007 21:58 Go to previous messageGo to next message
gwellman is currently offline gwellman

 
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Well, Stars is first and foremost a game that has gone through considerable testing and evolution to provide balanced *gameplay* so that a player is truly torn between spending money on ships now or research for better ships, or colonization for more money and minerals later... So such gameplay considerations take precedence over any analogies to 20th and 21st century naval combat.

Second, it really is a Space game. We can't know what space combat will really be like. It might not even truly be feasible. But if one takes a few sci-fi concepts, says "ok, we're starting with these as true" and tries to work out what space combat might be like, there is again no reason why those analogies to 20th and 21st century naval combat should hold. For example, in water, ships experience considerable drag, which in turn imposes significant design constraints ... often leading to smaller ships being faster (although that wasn't true in the 19th century - bigger meant faster then). But the physics of how it would all work in space is a work of speculative fiction. So, you can come up with fictional physics where engines "push" against an underlying absolute spatial matrix, or where engines work with reaction mass like our physics, but there are ways of warping space to go FTL and/or manipulating inertia to reduce the amount of reaction mass required ... and depending on your fictional physics, it may make perfectly good sense that there's a maximum speed, or that bigger ships go faster than smaller ships or anything else.

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Re: Capital ships and escort ships Fri, 28 September 2007 22:34 Go to previous messageGo to next message
Machalot is currently offline Machalot

 
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I hadn't thought of it that way. That puts a different spin on my arguments from a "realism" standpoint.

However, I still wish there were more tradeoffs, rather than a strict bigger-is-better paradigm. Then again, I haven't been involved in any serious human v. human endgame combat, so I have no idea what kind of tradeoffs exist between different BB designs. Maybe there are enough to suit my taste already.


[Updated on: Fri, 28 September 2007 22:36]




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Re: Capital ships and escort ships Sat, 29 September 2007 03:39 Go to previous messageGo to next message
gwellman is currently offline gwellman

 
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Quote:

I have no idea what kind of tradeoffs exist between different BB designs. Maybe there are enough to suit my taste already.
Trust me Cool there is. Oh, and there is one big advantage for lighter ships - they move last, so they can control range. A lighter ship with range 3 weaps will really mess up a heavier ship with range 2.

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Re: Capital ships and escort ships Sat, 29 September 2007 03:52 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
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gwellman wrote on Sat, 29 September 2007 03:39

A lighter ship with range 3 weaps will really mess up a heavier ship with range 2.


Conversely, a lighter ship with range 2 weapons can mess up a heavier ship with range 3 weapons. The range 2 weapons are significantly cheaper than the range 3 and have higher initiative. If movement works out right, you might even get in the first shot in the 2nd phase of combat with nobody shooting in the first phase even as you save minerals and resources on your designs.

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Re: Capital ships and escort ships Sat, 29 September 2007 16:41 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
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yartrebo wrote on Fri, 28 September 2007 13:58

Quote:

enemy BB is equiped with: any engine, 16 HB, 4 Phased Sapper, 7 cap, 8 Bear
your CC is equiped with: any engine, 4 HB, 2 Phased Sapper, 4 Bear
Enemy BBs = 50
your CCs = 234


You can build well over 50 of those BBs (assuming IS-10 engine - a must if you intend on getting 2 1/4 battle speed) for the cost of 234 IS-10 cruisers, so you're not comparing fleets of equal cost.


More expensive yes, as I said:
AlexTheGreat wrote on Fri, 28 September 2007 05:12

However, the overall cost of your fleet of 234 CCs will be considerably more than the enemy BB fleet.

But, in fact, if 2 fleets are both range 3 the CCs could use QJ5 while the enemy BB used TS-10 & the result would be identical. Of course, I wouldn't use the QJ5 because the enemy is likely to have a few missile boats that would stuff things up good & proper & such slow ships would be useless against a base (unless you use battlegrid manipulation).

Quote:

Also, those designs are pretty lousy. There are no overthrusters on any of those beamer ship designs. It's almost a given that the front slot on a BB holds an overthruster.

Why? BBs often have no OT - it all depends upon your strategy & what designs/counter-designs are in the game.

The victorious Vorlon alliance in Babylon5 v2 hardly ever used an OT - their final BB design used 7 computers. Battle speed is often a big advantage but there are plenty of circumstances where it is of no significance & even some cases where it is counter-productive.

Quote:

If you use the following BB design, the comparison only gets worse:

IS-10, 20 range 2 blaster (Mark IV), 6 cap, 1 overthruster, 8 bear.

This BB will shoot first, will set the range (range 2), and is much cheaper than your CC design because of efficiency of scale (you get 77% more out of each weapon, and use less engines/weapon and less engines/hp than lesser hulls).

huh?? The CC will set the range because it is lighter & moves last (i.e. stays out of range). The CCs will always get 2 free shots until they are then usually cornered.

50 of your BBs will LOSE EVERY TIME against 117 CCs with TGD/4xHB/2xPhased Sapper/4xBear AND the cruisers would COST LESS. On top of that the CCs are more gateable & can be built at docks.

Quote:

The BB is an all around better ship than the CC, and is in turn outclassed by the Nubian.

No question about it but, if your oponent has BBs & you don't even have the technology yet, you may have no option.



[Updated on: Sat, 29 September 2007 16:46]

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Re: Capital ships and escort ships Sat, 29 September 2007 18:54 Go to previous messageGo to next message
Machalot is currently offline Machalot

 
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AlexTheGreat wrote on Sat, 29 September 2007 13:41

50 of your BBs will LOSE EVERY TIME against 117 CCs with TGD/4xHB/2xPhased Sapper/4xBear AND the cruisers would COST LESS. On top of that the CCs are more gateable & can be built at docks.

That's what I was looking for. There seems to be some disagreement on that point.


[Updated on: Sat, 29 September 2007 18:55]




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Re: Capital ships and escort ships Sat, 29 September 2007 19:20 Go to previous messageGo to next message
Soobie

 
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Machalot wrote on Sun, 30 September 2007 08:24

AlexTheGreat wrote on Sat, 29 September 2007 13:41

50 of your BBs will LOSE EVERY TIME against 117 CCs with TGD/4xHB/2xPhased Sapper/4xBear AND the cruisers would COST LESS. On top of that the CCs are more gateable & can be built at docks.

That's what I was looking for. There seems to be some disagreement on that point.

Alex the Great is perfectly correct, of course. It depends on the situation.

imho, it also comes down to PRT. For example, putting aside an SS will often be a tech leader, they can do a lot of damage to small stacks of BBs with small~mid stacks of purpose built CCs. I guess you could say SS can turn the CCs into U-boats Smile
Cheers,
S.

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Re: Capital ships and escort ships Sun, 30 September 2007 04:05 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Machalot wrote on Sun, 30 September 2007 00:54

That's what I was looking for. There seems to be some disagreement on that point.


You bet. Twisted Evil

That's one of the reasons Stars! is still alive and kicking. Nobody has yet discovered the be-all and end-all of tactics and ship designs. Cool

I reckon most "small hulls vs big hulls" battles will arise mostly under special circumstances, i.e: great tech disadvantage, gating constraints, or special PRT toys.

You may want to search for "horde" designs & uses in these Forums or at rec.games.computer.stars. Deal



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Re: Capital ships and escort ships Sun, 30 September 2007 21:16 Go to previous message
gwellman is currently offline gwellman

 
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I'll give a description of an arms race in a recent game that shows both "smaller can be better" and "bigger can be better". This should give Machalot some ideas about how different hulls can be used against each other, and when smaller can be better.

One player playing a -f race planned a cruiser horde as follows:
CC, TGSS, 2xOT, 4x MkIV, 3x Bear, 1x Jammer20. He had RS.
For the money, a very capable ship (speed 2.5 for rushing in on missle ships, does plenty of damage, cheap, can be built at Docks (he had ISB) and at mass 148 is convenient for gating through the 150/600 gate). So, it's a ship that can do well in "the cruiser era", but can also do well in hordes against BBs later.

Well, it worked pretty well as he first deployed them, but without missles in his arsenal, his opponents defended with ... wait for it ... miniblaster frigates. With RS too, a FF with a relatively cheap engine, 2x Bear, 3x miniblaster turned out to be a cost-effective defense.

Meanwhile, two other players were researching like mad, and got lucky with tech from the M.T. Those two players fielded Doomsday BBs and MegaD BBs (16 Dooms or MegaDs, 4 SychroSappers). Ultimately, the BBs won the game, but really it was because they had higher tech weapons, not because they were bigger. (But of course those higher tech weapons go better on a big hull with lots of electrical gadgets.) Also, this shows the strength of fielding a beamer design *and* missle design together.


[Updated on: Sun, 30 September 2007 21:19]

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