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Re: TT AR Fri, 30 May 2008 22:56 Go to previous messageGo to previous message
magic9mushroom is currently offline magic9mushroom

 
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Messages: 1361
Registered: May 2008
iztok wrote on Fri, 30 May 2008 23:45

Hi!
magic9mushroom wrote on Thu, 29 May 2008 10:02

Edit: BTW, I consider that benchmark biased against ARs

It's not biased. It's game reality. While AR is without decent amount of remote miners to cover its mineral hole, is it vulnerable to every race with decent production, tech and minerals.


I'd agree, but that's not my point. My point is that AR will have far better shields and probably better armor by the time they get Weap 24. You have a point though.

iztok wrote on Fri, 30 May 2008 23:45

Quote:

what should I use as the "immune AR" and the "HG JOAT"?

JoaT:
IFE, NRSE, OBRM, NAS, RS
Grav immune, temp 36 wide shifted 20 clicks from the edge, rad 36 wide shifted 16 clicks from the edge (1-in-7), 19%
pop: 1/1000
factories: 11/9/13 3g
mines 10/3/13
weapons cheap, con normal, rest expensive, 0 points remaining.

Population is your strenght, so scout agressively, prioritize terraforming to grow more pop.


That's close to the Feds, right?

iztok wrote on Fri, 30 May 2008 23:45

"Lone" AR:
IFE, ISB, LSP, RS
Grav immune, temp -120 - 0, rad 16 - 60 (1-in-7), 15%
Divisor 10
weap, con cheap; en, prop normal; elec, bio expensive.
14 points to min conc.
Minor problems:
- unusual combo: grav immunity and IFE and ramscoop engines,
- has pen-scanners, but elec expensive,
- has only standard remotes, so it will need to research expensive elec-7 to get super-robo-miner as the first and the last one ever used.

---
"Team" AR:
Check kotk's rad-immune designs. They're near perfect.


LSP with 15%? En normal? No ARM? Okay, I'll give it a shot, but I think that's one thing my TT AR could actually beat.

iztok wrote on Fri, 30 May 2008 23:45

Quote:

Suggest anything else I should put it against.

Small normal or dense uni, 2 expert Turnindrines (SS), that will be "flooding" you with beta DDs in early game, 1 expert Robotoid HE for late-game problems. Make them allied, so they'll not attack each oter. Enjoy (if you can Wink ).

BR, Iztok


As I said, I'm new to Stars!, so I might not do too well there, but I can try Smile

On why I made this race and think it's not crap, here's my reasoning:

ARs are not particularly weak in the first 30 years IMO, as they have similar resources to others and others are pumping a lot of theirs back into facts (otherwise they'll get eaten for breakfast). However, in the mid-game, ARs are extremely weak, as by this point everyone else has far more resources and fleets big enough to crap on SBs. Hence you have this race, a semi-HP design, giving up a bit of early strength (through to 2450) for ridiculous growth after that as planets turn green and start bringing in the resources, allowing you to survive until minerals kick in and you win. The idea came from reading a couple of old Jason Cawley articles and the AR Guide by Leonard Dickens. I agree that it is possible to kill this race with a lot of early pressure, but that's the same for all HPs. The idea here is that by the end, you should be able to live anywhere, hence you can Mao much more easily than with a hab of 1/2 (what your submitted one ends up with). (Also it means you get more resources, of course). I'm not saying that it is a better design all-round Laughing , just that it has its merits and is hence a reasonable race to play. Smile

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