Home World Forum
Stars! AutoHost web forums

Jump to Stars! AutoHost


 
 
Home » Stars! 2.6/7 » Game stories » Fledging Admirals IV
Re: Fledging Admirals IV Tue, 03 February 2009 18:06 Go to previous messageGo to previous message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

Looks like it's over then. Great game, everyone!

The Brothers of Gar
Packet Physics
ISB, NRSE, OBRM, RS
Grav immune, -32 to 136 temp, 14 to 54 rad, 19% PGR
1/1000, 5/25/5/no, 10/3/14
Weaps and Con cheap, Prop normal, no @3
100 points left
Score at 2474:
66 planets
57 starbases
155 unarmed
1145 escort
127 capital
88 tech levels (14/25/12/15/14/8)
41k resourses
2619 score
rank 1


This was my first game without IFE, and it didn't hinder me nearly as much as I expected. However, next time I'll definitely skip NRSE if I go without IFE, as those expensive fuel-gobbling engines were quite the annoyance. Also, I found myself not using packets nearly as much as I'd expected at first. The early packet scouting and packet-terraforming were a lot more useful to me than the offensive damage. If I'd had Energy cheap and invested in better drivers earlier, it might've been a little different.

I was surprised that the Zombies didn't counterattack with that huge fleet of theirs, there were several points where they could have likely beaten our fleets in the region but instead they kept pulling back. Were they running out of Iron and unable to replace their ships easily? Also, the Elmoids weren't nearly as aggressive as I'd expected either and didn't seem to take advantage of cloaking. They did put up a decent fight on occasion and managed to temporarily take back a couple worlds due to local fleet superiority. The space-dock battles over Hacker in particular were quite fun.
Anyhow, the factoryless needs to expand continuously or it'll stagnate and die. That's what made the difference between the Brothers and the other factoryless races, who got bogged down for one reason or another and couldn't keep pushing forward. It's a risky race design to play for that reason; you're playing against the clock as much as, or more than, against the other players. (In the other game I was playing simultaneously, my factoryless got strangled early on and had no hope of catching up...)
What made this game for me was the excellent coordination in my alliance, which not only helped both races surpass their normal potential but made everything a lot more fun. Shared defeat is halved, shared victory is doubled.

One thing I noticed comparing this to my other game is how huge of an impact my morale can have on my race's performance... I wonder how true this is for everyone else?

The end I have to say was a little anticlimactic, as the Judd didn't want to challenge us, the Zombie fleets were in full retreat, and I didn't get to either build my Flandre Scarlet class mega-disruptor battleships or launch a massive packet barrage against the Wumpums (who I'm sure are relieved).

Hats off to the Wombats too, for holding their own all alone.

Attached: Screenshot showing my map and score table


[Updated on: Tue, 03 February 2009 18:48]

Report message to a moderator

 
Read Message trophy.gif
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Previous Topic: Gunboat Diplomacy has ended
Next Topic: Fledging Admirals III
Goto Forum:
  


Current Time: Thu May 16 12:29:08 EDT 2024