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Battleboard question Wed, 15 June 2011 14:54 Go to next message
Void is currently offline Void

 
Ensign

Messages: 369
Registered: January 2011
Location: California, GMT -7
Consider this scenario:

Two players, A and B, are each racing towards Planet X with a colonizer, some medium freighters filled with colonists, and a small fleet of X-Ray DDs.

Player A brings the most firepower (only 2 X-Rays per ship, but more total firepower) and more armor than player B (with fewer DDs, but with 3 X-Rays per ship).

What battle orders must Player A set to ensure they get the planet? That is, Player A's colonizer and freighters survive and Player B's do not?

Cheers,
Void

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Re: Battleboard question Wed, 15 June 2011 14:55 Go to previous messageGo to next message
nmid

 
Commander

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heh.


I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.

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Re: Battleboard question Wed, 15 June 2011 15:47 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
Check out "How to Build a Test Bed" by Barry Kearns 1997 v2.6/7
and then try Battle Simulator courtesy of BlueTurbit.

Regards

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Re: Battleboard question Wed, 15 June 2011 17:44 Go to previous messageGo to next message
slimdrag00n is currently offline slimdrag00n

 
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Helped track down one or more Stars bugs

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Void wrote on Wed, 15 June 2011 14:54

Consider this scenario:

Two players, A and B, are each racing towards Planet X with a colonizer, some medium freighters filled with colonists, and a small fleet of X-Ray DDs.

Player A brings the most firepower (only 2 X-Rays per ship, but more total firepower) and more armor than player B (with fewer DDs, but with 3 X-Rays per ship).

What battle orders must Player A set to ensure they get the planet? That is, Player A's colonizer and freighters survive and Player B's do not?

Cheers,
Void



Your ship designs are not important to your question but If your armed ships win and you killed theirs ships as long as your colonizer ship has colonize Way point orders it will be colonized by you sense you destroyed theirs.

If both colonizers survived then it would randomly choose who would colonize the planet.



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Re: Battleboard question Wed, 15 June 2011 17:55 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

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neilhoward wrote on Wed, 15 June 2011 21:47

Check out "How to Build a Test Bed" by Barry Kearns 1997 v2.6/7
and then try Battle Simulator courtesy of BlueTurbit.

Nod

While you're at it, start with some variant of "kill unarmed ships first" and if it doesn't seem to work, try something else. And beware of your enemy trying fancy battle orders too! Pirate



So many Stars, so few Missiles!

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Re: Battleboard question Wed, 15 June 2011 19:16 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
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Freighters full of colonists aren't going anywhere fast, so just use the default orders (armed ships/any) and your DDs will eventually kill the freighters.

If two players attempt to colonise the same planet, a ground war starts.

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Re: Battleboard question Wed, 15 June 2011 21:44 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
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slimdrag00n wrote on Wed, 15 June 2011 17:44

If both colonizers survived then it would randomly choose who would colonize the planet.


I don't think this is right. If both colonisers survive then I think that there will a land battle & the race with the most pop would take the planet. If pop is equal the planet would remain unoccupied.

If the coloniser is merged with the freighters then you should win unless your opponent does the same & has more total pop. This is also a good idea if your battle sim indicates you could lose the military battle since your slow freighters would probably be destroyed before you can drop the pop on the next turn. What happens in the next turn is also important if you lose the military battle since your opponent can then drop their pop.

I suggest that your primary target should be Freighters & your secondary target should be Any. This should mean that the battle rages but the battle site moves towards your opponent's colonisers/freighters (& away from yours).

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Re: Battleboard question Wed, 15 June 2011 21:58 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

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AlexTheGreat wrote on Thu, 16 June 2011 03:44

If the coloniser is merged with the freighters then you should win unless your opponent does the same & has more total pop. This is also a good idea if your battle sim indicates you could lose the military battle since your slow freighters would probably be destroyed before you can drop the pop on the next turn. What happens in the next turn is also important if you lose the military battle since your opponent can then drop their pop.

Battles happen before WP1 tasks, including Colonization. Deal
WP0 tasks, including manual Unload, happen before Battles. Deal

So, it doesn't matter if the troop transport(s) are merged with the Colonizer(s). They still need to survive the Battle. And once they survive, they can do whatever they please, including dropping, pillaging and fleeing, before the next chance of battle. Teleport



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Re: Battleboard question Thu, 16 June 2011 14:17 Go to previous messageGo to next message
Eagle of Fire

 
Lt. Commander

Messages: 809
Registered: December 2008
Location: GMT -5
Quote:

Consider this scenario:

Two players, A and B, are each racing towards Planet X with a colonizer, some medium freighters filled with colonists, and a small fleet of X-Ray DDs.

Player A brings the most firepower (only 2 X-Rays per ship, but more total firepower) and more armor than player B (with fewer DDs, but with 3 X-Rays per ship).

What battle orders must Player A set to ensure they get the planet? That is, Player A's colonizer and freighters survive and Player B's do not?

Cheers,
Void


Considering this scenario, I would assume this is very early game. Since losing pop stupidly would be pointless, I would change course.

If this is not an option (strategical importance, one of your rare good greens, etc), then I would not colonize this turn and assume that my opponent will. Then send my fleet as normal with "freighter-cargo ship/any" combat order. The goal would be to destroy at least one of their own freighter so I have a pop advantage if I get to the pop drop phase next turn.

The any in secondary assure you that your attack ships will fire at anything nearby while rushing for the enemy freighters, including (and most important) the enemy attack ships. Possibly killing or severely damaging them in the process, after destroying the freighters. They might out of bad luck also target the colonizer ship, but consider this:

Freighters are very slow when loaded but the colonizer ships only have 25kt of cargo space. It should take hell of a long time for freighters to flee but the colonizer will be soon gone and possibly far apart from the freighter group. With this tactic, assuming your enemy don't read this and plan a counter strike (Razz), you have a good chance to end up with no attack ships but all your freighters up at the planet on your side versus a 25kt colonized planet with some enemy attack ships in orbit.

Since popdrops occur before combat... You 1) get control of the planet and 2) get a chance at gaining tech if your enemy is better than you in any field. 3) Since you wanted that planet bad anyways, you do have a resupply plan, including a lot of defense ships, isn't? Wink

Then again of course, if you just made a test battle and realize that your ships are already stronger than the enemy ship... You might not need such an elaborate tactic to win. Razz

Good luck. Wink



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Re: Battleboard question Thu, 16 June 2011 15:19 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

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Void wrote on Wed, 15 June 2011 20:54

Consider this scenario:

Two players, A and B, are each racing towards Planet X with a colonizer, some medium freighters filled with colonists, and a small fleet of X-Ray DDs.

Speaking of "racing"... why did you wait until you had the armed escorts instead of rushing ahead with just the colonizer(s) and transport(s)? Rolling Eyes

Also, isn't it possible to cut corners somewhere and reach the target one turn earlier, even if it means leaving some of the slower ships behind? Whip



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Battleboard question Thu, 16 June 2011 21:06 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
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m.a@stars wrote on Wed, 15 June 2011 21:58

AlexTheGreat wrote on Thu, 16 June 2011 03:44

If the coloniser is merged with the freighters then you should win unless your opponent does the same & has more total pop. This is also a good idea if your battle sim indicates you could lose the military battle since your slow freighters would probably be destroyed before you can drop the pop on the next turn. What happens in the next turn is also important if you lose the military battle since your opponent can then drop their pop.

Battles happen before WP1 tasks, including Colonization. Deal
WP0 tasks, including manual Unload, happen before Battles. Deal

So, it doesn't matter if the troop transport(s) are merged with the Colonizer(s). They still need to survive the Battle. And once they survive, they can do whatever they please, including dropping, pillaging and fleeing, before the next chance of battle. Teleport


Ah yes, I was only considering a standard auto drop - as you say a manual drop would work. Still worth considering merging the freighters depending upon pop numbers on the 2 sides since a defender has an advantage against an attacker. It also gives you a few extra minerals (70% of the ship costs) which might be enough to build a decent base.

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Re: Battleboard question Fri, 17 June 2011 00:44 Go to previous messageGo to next message
Greenstink is currently offline Greenstink

 
Chief Petty Officer

Messages: 76
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I notice that when i ship a colonizer and frighters in seperate fleets that only the colony will land while the frieghters will unload only the minerals sent but not the population since it considers the planet unihabited.

So with this in mind if you were of a higher player number in the game the order of colonization should put his colony ship on the surface then unload all minerals shiped on freighters but not the colonists, meaning if you make all your colony ships and frieghters unload all you should drop like a WP1 invation taking the colony.

Not sure if this is how it actually would work but just a guess based off what i noticed with my race testbed games.




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Re: Battleboard question Fri, 17 June 2011 10:17 Go to previous messageGo to next message
Void is currently offline Void

 
Ensign

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nmid wrote on Wed, 15 June 2011 11:55

heh.

Yes, you benefited from this outcome you rascal! Smile

After further review, I did notice you were savvy enough to set one of your DDs to attack Unarmed Ships then Any. Clever. But that still doesn't explain why my DDs zoomed past yours when they clearly had orders to attach Armed Ships first. Hmmm...

Cheers,
Void

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Re: Battleboard question Fri, 17 June 2011 10:19 Go to previous messageGo to next message
Void is currently offline Void

 
Ensign

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neilhoward wrote on Wed, 15 June 2011 12:47

Check out "How to Build a Test Bed" by Barry Kearns 1997 v2.6/7
and then try Battle Simulator courtesy of BlueTurbit.


Thanks for the links! When I have some time over the weekend, I'll recreate the battle and try out some different options.

Cheers,
Void

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Re: Battleboard question Fri, 17 June 2011 10:44 Go to previous messageGo to next message
Void is currently offline Void

 
Ensign

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magic9mushroom wrote on Wed, 15 June 2011 16:16

Freighters full of colonists aren't going anywhere fast, so just use the default orders (armed ships/any) and your DDs will eventually kill the freighters.


I should clarify what actually occurred, since this actually occurred and I'm (1) trying to understand what happened and (2) figure out how to make sure my superior firepower wins the day next time!

Year
2416

Context
Two players in a duel are racing toward the center planet. Player A (me) had a scout and a pair of 2 X-Ray DDs already in orbit. I see 4 enemy medium freighters en route to arrive in 2416. I have my main fleet due to arrive the next year, 2416, also.

Here are the fleet compositions at the start of 2416:

Player A (me)
==============
(4) DDs (2 X-Ray)
(2) DDs (2 X-Ray)
(1) Scout
(1) Medium Freighter Coloniser
(5) Medium Freighters

Player B (NMid)
================
(2) DDs (3 X-Ray)
(1) DDs (3 X-Ray)
(1) Santa Maria
(4) Medium Freighters

Final Outcome
==============
Player A DDs survived
Player A Med. Fr. Coloniser destroyed
Player A Medium Freighters destroyed
Player B DDs destroyed
Player B Coloniser survived and colonised
Player B Freighters survived

So B ultimately lost his DDs, but colonise at the end of 2416 and dropped the rest of his pop as a WP0 task, thus allowing him to build a Range-0 weapon to kill my DDs the next turn.

Two things stump me.

First, why did my DDs not destroy his. I had Armed/Any battle orders. His 2-ship stack had Armed/Any, his one ship stack had Unarmed/Any. My 2-ship stack went for his DDs. My 4-ship stack move away from his DDs to engage his freighters before changing their mind and staying out of range, then half-way through the battle going after his DDs.

Second, now that I review the battle, why on earth did my Medium Freighter Coloniser rush into his DDs' firing range at the start of the battle?

Dazed and confused...

Cheers,
Void

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Re: Battleboard question Fri, 17 June 2011 10:48 Go to previous messageGo to next message
Void is currently offline Void

 
Ensign

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m.a@stars wrote on Thu, 16 June 2011 12:19


Speaking of "racing"... why did you wait until you had the armed escorts instead of rushing ahead with just the colonizer(s) and transport(s)? Rolling Eyes

Fair point. Two responses. Smile

First, I had superior firepower. Why should I have to delay?

Second, and the more relevant, is I didn't see his approaching DDs. I saw his 4 freighters coming, but not the support craft.

Quote:

Also, isn't it possible to cut corners somewhere and reach the target one turn earlier, even if it means leaving some of the slower ships behind? Whip

We were both racing at warp 9, and there was no way to get there faster. Knowing how this turned out, I could have done things differently, but I'd really prefer to understand why the battle evolved as it did and what I need to do differently next time to ensure superior firepower wins the day.

Appreciate the different options, though!

Cheers,
Void

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Re: Battleboard question Fri, 17 June 2011 11:12 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

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Greenstink wrote on Fri, 17 June 2011 06:44

I notice that when i ship a colonizer and frighters in seperate fleets that only the colony will land while the frieghters will unload only the minerals sent but not the population since it considers the planet unihabited.

So with this in mind if you were of a higher player number in the game the order of colonization should put his colony ship on the surface then unload all minerals shiped on freighters but not the colonists, meaning if you make all your colony ships and frieghters unload all you should drop like a WP1 invation taking the colony.

Not sure if this is how it actually would work but just a guess based off what i noticed with my race testbed games.

WP1 unloads / invasions happen *before* colonizing, regardless of player number, so won't work if the planet is empty. Deal

Manual drops are actually WP0 unloads, one of the first things that happen at the start of the (next) turn. Deal

Now if several players WP0-unloaded their invasion troops, funny things could happen. Sherlock



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In space no one can hear you scheme! Deal

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Re: Battleboard question Fri, 17 June 2011 11:24 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

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Oh, well. Your *real* question isn't quite the same as your original question... Rolling Eyes


Void wrote on Fri, 17 June 2011 16:44

First, why did my DDs not destroy his. I had Armed/Any battle orders. His 2-ship stack had Armed/Any, his one ship stack had Unarmed/Any. My 2-ship stack went for his DDs. My 4-ship stack move away from his DDs to engage his freighters before changing their mind and staying out of range, then half-way through the battle going after his DDs.

What had each of those stacks as "tactic"? "max dmg" doesn't work the same as "max dmg ratio" or "min dmg to self" Sherlock


Quote:

why on earth did my Medium Freighter Coloniser rush into his DDs' firing range at the start of the battle?

Unarmed ships move semi-randomly in battle, under a general "desire" to flee. That kind of dumb behavior has been reported many times before, but it isn't usually called "rushing towards the enemy" Confused



So many Stars, so few Missiles!

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Re: Battleboard question Fri, 17 June 2011 11:26 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

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Void wrote on Fri, 17 June 2011 16:48

Why should I have to delay?

I said "rush", not delay!


Quote:

Second, and the more relevant, is I didn't see his approaching DDs. I saw his 4 freighters coming, but not the support craft.

Interesting. Did he cloak them? Planet-hop? Pirate

Quote:

ensure superior firepower wins the day.

That ain't easy, guv! Twisted Evil



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Battleboard question Fri, 17 June 2011 14:41 Go to previous messageGo to next message
Void is currently offline Void

 
Ensign

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m.a@stars wrote on Fri, 17 June 2011 08:24

Oh, well. Your *real* question isn't quite the same as your original question... Rolling Eyes

Fair point. Since this is round one of the Championship duel, my opponent and I formed a gentleman's agreement not to share too much about each other so as not to give the winner's future opponents too much intel. So I was trying to be circumspect. After thinking about this, the vast majority of this can be easily discussed without giving anything of substance away.


Quote:

What had each of those stacks as "tactic"? "max dmg" doesn't work the same as "max dmg ratio" or "min dmg to self" Sherlock

I'm pretty sure it was Max Damage Ratio, but I'll double-check when I get home.


Quote:

Unarmed ships move semi-randomly in battle, under a general "desire" to flee. That kind of dumb behavior has been reported many times before, but it isn't usually called "rushing towards the enemy" Confused

Oh, it was definitely rushing towards the enemy!

Cheers,
Void

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Re: Battleboard question Fri, 17 June 2011 15:58 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
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The battle engine bites. If there was only one thing that I could change about Stars it would be to make the battle engine less moronic.[/long term frustrated rant]

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Re: Battleboard question Fri, 17 June 2011 17:24 Go to previous messageGo to next message
joseph is currently offline joseph

 
Lt. Junior Grade

Messages: 440
Registered: May 2003
Location: Bristol
Always go for max damage when you really want your ships to fight.
Max damage ratio can cause stupid behaviour.
As in one memorable battle where my Max ratio ships dithered around why my allies fought our enemy.
When my allies were dead they then engaged and lost.

The "logic" that my stupid ships followed was that while the others were hitting each other they picked up no damage Vs some for the other players - so staying out of range gave max ratio.
When ally dead the logic shifted to - must do some damage to keep ratio up so close and engage.

This was several years ago and still annoyed!



Joseph
"Can burn the land and boil the sea. You cant take the Stars from me"

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Re: Battleboard question Fri, 17 June 2011 18:07 Go to previous messageGo to next message
Void is currently offline Void

 
Ensign

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joseph wrote on Fri, 17 June 2011 14:24

Always go for max damage when you really want your ships to fight.
Max damage ratio can cause stupid behaviour.
As in one memorable battle where my Max ratio ships dithered around why my allies fought our enemy.
When my allies were dead they then engaged and lost.

The "logic" that my stupid ships followed was that while the others were hitting each other they picked up no damage Vs some for the other players - so staying out of range gave max ratio.
When ally dead the logic shifted to - must do some damage to keep ratio up so close and engage.

This was several years ago and still annoyed!

I can relate! This was a pivotal battle for the center planet during the first round of the 2011 Dueling Championship, so I'm less than pleased with the behavior of the battleboard!

That said, the objective of the game is to understand all of the game behaviors and maximize them to my advantage, so as frustrated as I am, I think I've learned enough from this thread to do things a little differently next time and affect a different outcome.

Cheers,
Void

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Re: Battleboard question Fri, 17 June 2011 18:08 Go to previous messageGo to next message
Void is currently offline Void

 
Ensign

Messages: 369
Registered: January 2011
Location: California, GMT -7
vonKreedon wrote on Fri, 17 June 2011 12:58

The battle engine bites. If there was only one thing that I could change about Stars it would be to make the battle engine less moronic.[/long term frustrated rant]

Glad to hear I'm not alone with battleboard frustration. That's a strong statement, though. After a few more games, I'll have to see if there's not something else in the game that annoys me more. Nothing springs immediately to mind! Evil or Very Mad

Cheers,
Void

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Re: Battleboard question Fri, 17 June 2011 19:27 Go to previous messageGo to previous message
Eagle of Fire

 
Lt. Commander

Messages: 809
Registered: December 2008
Location: GMT -5
There is plenty of other things for me which spring immediately to mind when I am thinking about frustration in this game.

I have studied thoroughly this Wiki article when I started playing and I have well understood its intricacies. I still have bad battles because of badly planned battle orders though, but that is only because I don't take the right amount of time to plan everything out.

My research, both theoretically and on the field, as well as plenty of other advice from other players, lead me to think that Joseph is right. The default order is the best all around, but if you are sending ships (especially beamers) and you expect a big fight then you are always better to go with max damage. And not max damage ratio. Especially if you have beamer designs with sappers.

There is one "bug" which prevent beamers with sappers to engage with beam weapons if you drain all the shields of a given target. That's why you should usually use max damage for planned battles: the max damage algorith make sure you do the maximum damage possible. That's pretty much your "berzeker" type of order: get in and forget about taking damage, just concentrate on dishing the max you can.

Max damage work very well with freighter-cargo ship/any or unarmed ships/any too. They rush for their primary, shoot at everything in range while doing so, then turn on anything left once they are done.



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