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Base order of fire Fri, 16 May 2003 17:38 Go to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
After a discussion on IRC with Mazda, he convinced me that firing order on a base does matter in some cases. Mainly when you have partially filled slots (for example 20 weapons on anything less then a Death Star) this is normally the case when you cannot afford to fill them.

For example: say 2 bazooka DDs are approaching your new colony, you can afford to put up a fort and 20 Xrays, due to iron limits you cannot armor or shield it however. Two DDs will kill the fort in one shot, whereas 1 will just damage it. So your first shot needs to kill one of the DDs. 20 Xrays will do 256 damage (*.8 due to range, actually it's a little lower in my tests).

If you put 10 and 10, the first shot will do 128, leaving each with 136, the second shot will not be enough to kill one of them, so they both get damaged, and then fry the fort.

If you put 12 and 8, if the 12 slot fires first it will do 153 damage, not killing a DD, and leaving each with 124 (losing one point of damage actually). The second shot will do 102 damage, again not killing a DD, and frying the fort.

However, if the 8 slot fires first, it will do 102 damage, leaving each with 149. The second shot will just kill one of the DDs, and the fort will survive the remaining DD's shot. The second round the fort will vaporize the remaining DD. The scrap from these two DDs should provide enough iron to shield the fort to have it defend against any more DDs.

I then tested all bases with this secenario and figured out the order, which is:

Orbital Fort
..1
..2

Space Dock
...1
..3.2

Space Station
...1
..4.2
...3

Ultra Station
...3
..5.4
..1.2
...6

Death Star
...2
..1.3
...4

[dots added to make things line up]

Execpt for the Ultra Station it's clockwise, starting at the top for everything execpt the Death Star, which starts at the left.


It could also matter if you mix torps and missiles and the base init of the weapons is the same.

It could also matter on a max init Death Star, if you put beams on it and they get to fire, you want the beams to fire before any missiles (for the double damage if shields are gone), but probably after torps (for the damage to shields if there is a miss).

These last cases don't really matter because it's too easy to kill a base once you have missile BBs and chaff.


[Updated on: Fri, 16 May 2003 17:42]




- LEit

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icon14.gif  Re: Base order of fire Fri, 16 May 2003 19:54 Go to previous messageGo to next message
Grimferth

 
Crewman 2nd Class

Messages: 17
Registered: November 2002
Location: Virginia
Thank you!! I really appreciate the work that went into that (and I wish I'd thought of trying it myself).

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Re: Base order of fire Sat, 17 May 2003 07:50 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

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Location: Reading, UK
Wow, excellent work !
I didn't do anything except perhaps convince you that it was a valid question to ask.

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icon14.gif  Re: Base order of fire Sat, 17 May 2003 13:09 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
Lieutenant

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Location: Seattle, WA USA
This is brilliant! Thank you LEit for the work AND for sharing it.

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Re: Base order of fire Sat, 17 May 2003 20:13 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

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mazda wrote on Sat, 17 May 2003 07:50


I didn't do anything except perhaps convince you that it was a valid question to ask.



Which is the most important part.



- LEit

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Re: Base order of fire Mon, 19 May 2003 05:37 Go to previous messageGo to next message
Robert is currently offline Robert

 
Lt. Junior Grade

Messages: 393
Registered: November 2002
Location: Dortmund, Germany
I can just agree: very good work!

thanks

Robert



2b v !2b -> ?

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Re: Base order of fire Wed, 21 May 2003 10:02 Go to previous messageGo to next message
Sinla is currently offline Sinla

 
Warrant Officer

Messages: 132
Registered: February 2003
Location: the Netherlands
cool stuff; something to learn every day Wink


If you can't beat me... Run away...

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Re: Base order of fire Thu, 05 June 2003 17:20 Go to previous messageGo to next message
Crusader is currently offline Crusader

 
Officer Cadet 2nd Year

Messages: 233
Registered: January 2003
Location: Dixie Land
I constantly stand in awe at the dedication and intelligence of the Stars! community. Cool

And then I look in the mirror. Laughing Laughing Laughing

Respectfully,
The Crusader Angel



Nothing for now.

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Re: Base order of fire Thu, 10 March 2011 13:40 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
LEit wrote on Fri, 16 May 2003 23:38

I then tested all bases with this secenario and figured out the order, which is:

Orbital Fort
..1
..2

Space Dock
...1
..3.2

Space Station
...1
..4.2
...3

Ultra Station
...3
..5.4
..1.2
...6

Death Star
...2
..1.3
...4

[dots added to make things line up]

Execpt for the Ultra Station it's clockwise, starting at the top for everything execpt the Death Star, which starts at the left.

Just to confirm that the starbase firing order agrees with the order in which the weapons slots are defined. Deal



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Base order of fire Thu, 10 March 2011 18:47 Go to previous messageGo to next message
Eagle of Fire

 
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Messages: 809
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Location: GMT -5
I was about to say the same until I realized this was a 2003 post.

You can find the slot orders on the Wiki if I remember well. This is no secret.

A good player reads the Wiki! Or otherwise stay informed of those things in other ways. Razz



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Re: Base order of fire Fri, 11 March 2011 00:11 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
Eagle of Fire wrote on Fri, 11 March 2011 00:47

I was about to say the same until I realized this was a 2003 post.

I was about to not comment on a 2003 post until I realised the confirmation was nowhere else to be found. Deal

Quote:

You can find the slot orders on the Wiki if I remember well. This is no secret.

Of course it isn't, since I compiled the chart that's on the Wiki. Rolling Eyes



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Base order of fire Wed, 08 June 2011 09:12 Go to previous messageGo to next message
BeeKeeper is currently offline BeeKeeper

 
Officer Cadet 1st Year

Messages: 214
Registered: December 2007
Location: Devon, UK, GMT
I'm happy to learn from the past. So what is the best way to exploit this firing order? For example, on a BB should sappers be placed in a slot which fires before the other beam weapons? Which I take to be slot 3 in m.a's ASCII diagram in the Wiki. http://wiki.starsautohost.org/wiki/Ship_and_Starbase_slot_ID s_by_m.a@stars_-_14_February_2009

[Updated on: Wed, 08 June 2011 09:14]

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Re: Base order of fire Wed, 08 June 2011 10:10 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
Lieutenant

Messages: 610
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Location: Seattle, WA USA
Hey Bee - Sappers have a higher initiative than other weapons, so they are going to fire first no matter where you put them. On a BB they are typically placed in the two weapons slots because they aren't ship killing weapons and so don't benefit from being in big weapon slots.

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Re: Base order of fire Wed, 08 June 2011 13:32 Go to previous messageGo to next message
Eagle of Fire

 
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Messages: 809
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Quote:

So what is the best way to exploit this firing order?

Finding an occasion to use it. It should never happen much more than about once per game that you really need to know about this. And that is only if you bother doing all the calculations.

It is only important for game critical events even, so it make this information really really rare to use right.

The only time it could be useful would be if you add a bunch of different weapons with the same base ini or if you have any situation already well explained in the first post.



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Re: Base order of fire Wed, 08 June 2011 20:26 Go to previous messageGo to next message
Greenstink is currently offline Greenstink

 
Chief Petty Officer

Messages: 76
Registered: January 2011
BeeKeeper wrote on Wed, 08 June 2011 06:12

I'm happy to learn from the past. So what is the best way to exploit this firing order? For example, on a BB should sappers be placed in a slot which fires before the other beam weapons? Which I take to be slot 3 in m.a's ASCII diagram in the Wiki. http://wiki.starsautohost.org/wiki/Ship_and_Starbase_slot_ID s_by_m.a@stars_-_14_February_2009



My understanding is you want the beam weapons (should you have any) including sappers on the lowest numbers to clear any sheilds before your capital missles are fired. Only problem is if youve got capital missles and on the defence your enemy likely has the same or better so beams would be out of range on the SB.



Da Orcs Smasha anz Brecka itz alz, Den wez drikz alz da stunty beer anz slepz

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Re: Base order of fire Wed, 08 June 2011 20:38 Go to previous messageGo to next message
Eagle of Fire

 
Lt. Commander

Messages: 809
Registered: December 2008
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As vonKreedon already pointed out, there is not only base hull initiative but also weapon initiative.

Missiles have the lowest ini of all weapons... The highest ini a torpedo can have is 4, and the highest a missile can have is 3. The lowest beam weapon have 5 ini... So beam weapons will always fire first anyways as long as we are talking about weapons mounted on the same hull.

There is thus no point in placing beam and missiles in a particular orders. This info is only useful when you mount weapons on different slots, which end up with the same ini.



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Re: Base order of fire Thu, 09 June 2011 01:57 Go to previous messageGo to next message
neilhoward

 
Commander

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no. please test this

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Re: Base order of fire Thu, 09 June 2011 02:49 Go to previous messageGo to next message
Eagle of Fire

 
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Test what?


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Re: Base order of fire Thu, 09 June 2011 02:55 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
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Eagle of Fire wrote on Wed, 08 June 2011 23:49

Test what?


Quote:

There is thus no point in placing beam and missiles in a particular orders.



You are a good player. There is a subtle point, and you can find it.

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Re: Base order of fire Thu, 09 June 2011 13:54 Go to previous messageGo to next message
Eagle of Fire

 
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I have no time to waste in pointless tests... Just tell me what you have and you will save time for everybody else.


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Re: Base order of fire Thu, 09 June 2011 14:20 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
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You keep using the word "pointless" in a way that makes me think that you do not know what it means.

If you don't have time to test, you will lose every time to someone that does.

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Re: Base order of fire Thu, 09 June 2011 14:42 Go to previous message
Eagle of Fire

 
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I just don't see how placing your beams and missiles differently on a single hull is going to do as a difference other than what was already mentioned in the first post of this thread.

And even then, as I said, it is going to be a average of one time per game usefulness, and seldomly on anything else short of early SBs.

I myself very very seldomly equip SBs with both torpedoes/missiles and beams. The best defense is always missiles with chaff if you have the time to prepare (as you can bring other ships to the battle to sap the enemy shields and possibly their bomber/freighter fleet if any survive) or a specialized setup which take advantage of a vulnerability of the opposing fleet.

If you start building SBs with slots not at full capacity, you are simply fighting a uphill battle you could most probably have prevented by other means. Or it is because you are currently losing the game to another player and this little trick won't save you.



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