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Re: Gateable overcloakers Wed, 08 December 2004 04:55 Go to previous message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
donjon wrote on Mon, 06 December 2004 11:19

However, overcloakers should be able to survive a battle in order to ensure they can cloak the remainder of the ships when you move on to the next target (or wherever.)


Overcloakers should not be present in a battle. Wink They add nothing being there, your ships are all visible, and your enemy knows where your OCs are and how many you have (of course you can play with that last part).
Keep them out in deepspace and retreat your main fleet to them (unless you're attacking another planet), keep them behind your own minefields so that if your enemy tracks your main fleet with a chaff he hits the field and loses track of your main fleet the very next turn ...

Quote:

When an overcloaker is equipped with weapons, it runs the risk of being destroyed, and then the investment in electronics which is reflected in the design is lost, and the capability as well.


It's just the opposite. Wink When an OC is equipped with weapons it has more chance to not being destroyed (should you send it into battle). Being armed it is protected by your chaff! When unarmed your enemy can snipe them like he can do with your bombers/transports/... unless you bring unarmed/freighter chaff (another design slot? Shocked )

A heavy OC is so slow it's dead meat anyway when you lose the battle, it will never disengage in time (one advantage that a gate-able OC might have). Armed it will be protected by chaff (check attractiveness!) during the battle and give it disengage orders so it doesn't advance to the enemy forces ...

mch
...

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