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Re: "New" player Fri, 24 May 2019 13:34 Go to previous messageGo to previous message
Altruist is currently offline Altruist

 
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Registered: August 2005
Location: Berlin
Loïc wrote on Mon, 20 May 2019 21:02
I think the best moment is before the battleship area. I think there is more creativity, and different approaches at that time, with different motors and weapons, than when it is just a matter of ammount of battleships and their escort which are almost all the same design...


I completly agree, as subjectivly it is, that I do prefer the pre-BB era, too.
At this stage there has been just not enough time for any player to achieve an overwhelming advantage in tech, res or fleet. Every action is a thrill and a true challenge for the operational tactical minded, a time where single ships or stacks of only a few have still power. Any action is also a strategical challenge because you might redirect resources into warfare which could be used for economic development with all the dangers involved of winning one war but loosing in the long run against the other players. So the strategic choices like going to war, against whom and how, while on the one hand are always important criteria, are even more so in this stage.

Nevertheless I'd rather agree with magic9mushroom when it comes to design variety. What usually happens is, as soon as a player reaches certain tech tresholds and decides to go on a battlespray, this first player might use a pretty much standard design. But the Stars inbuilt concept of every design and strat having a "counter" leads already to the next player using a different design. The more the game advances the more hulls and techs are available, the more options every player has to design counter designs. As an exemple, in my last game decided in the pre-BB era, I massbuilt a cruiser with 2 comps as a counter to my enemies' massbuilding a cheap bazooka frigate which were a counter to my previous bazooka destroyers. As you can see, the initial baz DD "could" be called a standard design (it nevertheless totally surprised the opponents), all other ships were not built after the thought what's the best design in itself but in relation to what is on the field or rather in space: the bazooka frigates did an excellent job countering my DDs but were actually a survival-design suited for only that job and not really very good suited to attack. My CC with 2 comps is definetly not in any top list of recommended CC-designs (btw: there is no such top-list because in Stars everybody will tell you: Well, it depends...) but it fulfilled its purpose.

Additionally, especially the player who is attacked AND with less power, often enough becomes quite creative when it comes to special purpose ships which, in itself, aren't good standard designs, but superb in fulfilling a very narrow aim like saving your butt because that's all what counts at that moment. Or sometimes, while you might have a standard warship of the line produced en mass, nevertheless it is the special purpose ship of which you might have built only a handful that gives your main warship an exceptional boost... like the chaff killer mentioned.

magic9mushroom wrote on Tue, 21 May 2019 16:52
There's always a lot of room for, if not innovation (let's be real here, the game's over 20 years old), then at least personalisation.

Mmmh, yes and no.
I doubt that any player who was exceptional good 20 years ago would had any survival chance today without having brought himself uptodate with nowadays race designs, tactics and strats... which says a bit about development... as it should be or it would be a really boring game.


[Updated on: Fri, 24 May 2019 13:43]

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