endgame designs (no longer under general discussion)

Discussion on how to play against other humans.
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hyperios
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Joined:Sat Jan 27, 2007 7:26 pm
endgame designs (no longer under general discussion)

Postby hyperios » Mon Jan 29, 2007 1:02 am

This blog space is intended entirely for reference purposes. I do not wish for these designs to be copied, but only that they serve as a building block for one's imagination concerning the creation of an extremely powerful ship. Though, if these designs are copied, I do not care, for if I was to confront you in a good game, I would know how to counter your/my ships and systematically destroy them.
These are some designs I have been working on for years, and I have just now comprised an organized description of them. I originally found my self tinkering with petty systems such as automated repair unit, bombs, heavy armor, disruptors, and shields. But after extensive battles with my father and the intuition to think of how these designs can be countered, I have come to this conclusion of designs. Let us imagine first that you are in the "golden age" of the game, you have researched, stolen, or captured all the technologies, including all the antaren weapons and systems, and are creating ships that are meant to crush your rich and bloated enemy and eventually conquer the galaxy. Warning: these designs have never been tested on people I do not know. If anybody finds faults within them, please email me your opinion. My email address is d_y_a123420@yahoo.com. Now, enough ranting, and on to the designs.

The designs will be in order of weapons, offensive systems, support systems, defensive systems, and tactically flexible systems, and then a description of the ship's tactical application. You will not see me using phasing cloak, but I do know how to build a superior stealth ship and I also know how to counter one. But, I will give a couple designs at the end of the blog for your interest. Note: all empty space not used by the main weapons (give or take a weapon or two) is filled with point defense phasors.


Stellar converter
Achilles targeting unit
Structural analyzer
Battle pods
Time warp facilitator
Damper field
Inertial nullifier
Reinforced hull
Displacement device

The idea of this ship is to stay back, out of hittable range of any beam, and pick apart enemy ships piece by piece. It does not have the power to do any serious damage, but because it does not fire a beam it does not suffer range dissipation, misses, or a ship's beam defense. It is only viable to build this type of design on a doom star. Anything smaller would be a waste of time, money, and application. The most amounts of stellar converters you would be able to put on a doom star is 6 with full miniaturization to 200 spaces. But the time warp facilitator doubles this potential, making it a quite useful ship. Probably it’s most important function is to attack planets, but its battlefield versatility should not be neglected. Shields are hell for ion pulse cannons, so scs, along with plasma cannons, which I will explain later, should be used to disable them for the ipcs. An ipc ship could be used in tandem with a sc ship to help defend it, but can also serve as an apprentice, so to speak. The sc could shoot around, disabling shields, if they are remotely present, while the ipc ship eats away at the remaining shield less hulks. If the opponent is smart enough to not use shields, then the sc ship is only useful in tandem with a plasma cannon ship for the purpose of inflicting as much structural damage as possible.


Ion pulse cannons
High energy focus
Range master unit
Structural analyzer
Time warp facilitator
Damper field
Inertial nullifier
Reinforced hull
Displacement device

The idea of this ship is to provide medium range support for short ranged strike vessels. If the enemy uses damper fields they are toast. Sadly, this also implies to you. Shields are the most vital defense against these beasts. But remember, shields are ONLY good against ion pulse cannons, and nothing else. Chances are the enemy will have will have something that can pierce shields fighting along with their ipc ships. This also applies to you. The reason this ship does not posses battle pods is to make it more cost effective. Also, the tactical implication of a time warp facilitator doubles the attack power and movement of a ship, making it actually a more "advanced" battle pod system. If you would like to edit this by replacing the displacement device with battle pods, go right ahead. This also applies for all designs former to this.


Plasma cannons
High energy focus
Structural analyzer
Time warp facilitator
Damper field
Inertial nullifier
Reinforced hull
Reflection field
Subspace teleporter

This ship brings a little spice to the battle field. My father introduced a design like this to me, and I have edited it to my specifications and found it to be quite effective in the right hands. The idea is to bring speed and confrontation to the enemy. The plasma cannon is a very powerful weapon and should not be misunderstood. It’s 2x range dissipation requires it to be a close range fighting machine, but the subspace teleporter fills this niche quite well. This ship can easily outrun its medium range support (ipc ships), but you can prevent this by conducting sweeping movements. While the slow ipc ships parallel the target, the pc ships sweep around and flank the enemy position with their high speed and then disable key targets. These guys are sheer death to shields, so use them in tandem with ipcs and you will eliminate anything that tries to confront you.


Plasma torpedoes
Structural analyzer
Battle pods
Time warp facilitator
Damper field
Displacement device
Inertial nullifier
Reinforced hull
Reflection field

This ship is meant ideally for sitting back and tagging targets. Torpedoes cannot be shot at, so all you have to do is launch a volley at a prime target and wait. He will not be able to move in any direction other than backwards without being severely crippled and then systematically eliminated. You can also take it on the offensive by launching a volley, waiting, then moving forward in the second turn and launching a second. This accumulates the volleys and makes it even deadlier for its target.


Stasis field
Spatial compressors
Ion pulse cannons
High energy focus
Structural analyzer
Time warp facilitator
Damper field
Inertial nullifier
Reinforced hull
Reflection field

I personally enjoy this vessel. Imagine this. You try to take a turn in combat, when you realize that half of your fleet is incapacitated and the other half is either immobilized or missing. That my friend is the joy of the stasis field. Enough said.


Stasis field
Tractor beams x6
Assault shuttles (divide amongst separate racks)
Battle pods
Troop pods
Time warp facilitator
Damper field
Inertial nullifier
Reinforced hull
Subspace teleporter
Reflection field

As you can see, no opportunity is ever left behind. If you feel the need to increase the size of your fleet without paying for it, and give your opponent a taste of his own medicine, this is the perfect ship. Its main role is not offence at all, but the acquisition of the opponent's arsenal for your own dirty deeds. what you can do with it is quickly skirt up to your opponent, engage the assault shuttles at point plank range so as to not be shot down by point defense fire, then when every nook and cranny has been raided, board and assimilate the ship at your leisure. But please, don't use it moderately.


Plasma cannons
Ion pulse cannons
High energy focus
Range master unit
Structural analyzer
Time warp facilitator
Damper field
Inertial nullifier
Reinforced hull
Reflection field


This is obviously a hybrid between the pc and the ipc ships. It is its own medium range support, but can also handle the ferocity of close range attack. It is not as ridiculously fast as some other ships I have mentioned, but it does not have to be. It is a well-rounded fighter and can handle a slight trifle at both medium and short ranges. You should use these ships in hunting packs. They crawl around the battlefield searching for loose pockets in the enemy formation, then strike when the moment is right. They are also useful, however, as escort vessels for much longer ranged ships. They have their abilities, but they also have their faults. They should not be used to directly attack the opponent for they are too slow to engage extremely quickly. They are simply a compromise between medium ranged versatility and short ranged capability.


Here is the moment you have all been waiting for, the stealth ships.


Stellar converter
Achilles targeting unit
Structural analyzer
Battle pods
Time warp facilitator
Phasing cloak

And

Ion pulse cannon
Battle scanner
Range master unit
High energy focus
Structural analyzer
Battle pods
Phasing cloak
Time warp facilitator
Hyper-x capacitors

And to counter that

Anything with a reflection field

Also

Any weapon
All general systems
No time warp facilitator
Phasing cloak

I will leave the tinkering to your imagination. I simply so not wish to give away my most kept secrets concerning the phasing cloak and how to counter it.

Well, I hope you enjoyed my spiel. If you wish to take some of these designs into consideration, feel free to do so. Bon appetite!

Morthos
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Postby Morthos » Tue Mar 06, 2007 2:55 am

Good day! Already on my second post I can see that I've spoken of what you may not have wished I did! The t-face thingy with the {cough}oak! :) lol!

Ah well, I would hope that they would have thought of it by now. I presume your counter is to self-descruct a ship in front of it w quantum detonator, than raid it via transporters? How about when h.s.'s are involved?

Ah, I see your solution...though it presumes that pulsars did not drop your shields, then raid you via tractor beams.

I'd have to see some of the numbers/types of weapons on your ships, but they sound nice. Of your stealth ships I know well how annihiliating they are...the stellar converter is nice artillery!

My thought with your ship with the damper field, inn. null., and reflective shields...I feel that the nullifier hurts the effectiveness of the reflector's ability to harm the enemy. I use the reflector when I plan for the ship to be hit...damper, absorber, reinf. hull, reflector (cybernetic or auto repair).

"Epicenter" Doom Star: shock trooper
45 pulsars
6 HV,auto,co Ion pulse cannons
6 tractor beams
3 Death rays
20 co plasma cannons (360)

battle pods
hyper-x caps
sructural a.
augmented engine
sub space trans.


At advanced tech level 1~4 I like a nice battleship like this:
"Predator"
6 tractor beams
3 maulers
3 maulers
2 death rays
2 death rays
2 Hv,auto,co ion pulse cannons

Battle pods
Time w.f.
Phasing Cloak
Hyper-x caps.
high e. focus
achilles t.u.
structual a.
troop pods

class 5 shields

I have yet to play online...this shall be fun!
May your warriors die honorably.

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Tifi
Posts:41
Joined:Sun Mar 04, 2007 11:23 am

Postby Tifi » Wed Mar 07, 2007 3:42 am

Plasma torpedoes
Structural analyzer
Battle pods
Time warp facilitator
Damper field
Displacement device
Inertial nullifier
Reinforced hull
Reflection field
A beam enhancer.... On a torpedo ship? :P


Anyways:

Battleship or Cruiser hull
Battle Pods
Reinforced Hull
Automated Repair Unit
Shield Capacitor
Multi-Phased Shields
Hard Shields
Class X Shield
Auto-fire std. Disruptors (F)
Auto-fire PD phasors (360)

Fairly cheap (especially with minaturisation) so you can gather quite a few of them, and quite adaptable.
They can use the dizzies to smack anything that gets in thier way, while the phasors eat up any fighters and missiles.
The shields give pretty decent protection and block 13 damage, so they pretty much neuter IPCs.

You can build pretty similar ships with Damper Fields instead if thats more your thing (more guns), although you may want to include Heavy Armour to take full advantage of the ARU.

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hyperios
Posts:7
Joined:Sat Jan 27, 2007 7:26 pm

Postby hyperios » Thu Mar 22, 2007 11:58 pm

[quote="Tifi"][quote]Plasma torpedoes
[b]Structural analyzer [/b]
Battle pods
Time warp facilitator
Damper field
Displacement device
Inertial nullifier
Reinforced hull
Reflection field [/quote]

A beam enhancer.... On a torpedo ship? :P


Anyways:

Battleship or Cruiser hull
Battle Pods
Reinforced Hull
Automated Repair Unit
Shield Capacitor
Multi-Phased Shields
Hard Shields
Class X Shield
Auto-fire std. Disruptors (F)
Auto-fire PD phasors (360)

Fairly cheap (especially with minaturisation) so you can gather quite a few of them, and quite adaptable.
They can use the dizzies to smack anything that gets in thier way, while the phasors eat up any fighters and missiles.
The shields give pretty decent protection and block 13 damage, so they pretty much neuter IPCs.

You can build pretty similar ships with Damper Fields instead if thats more your thing (more guns), although you may want to include Heavy Armour to take full advantage of the ARU.[/quote]



well, actualy, the structural analyzer doubles the damage of ANY weapon. not to be condicending, but have you seen what it does for stellar converters?
i like the idea of the shields, but i think your taking it too for far. your ship needs to be more diverse. my dad tried a design like that on me once. they can hold up in battle through a hornets' nest, but they cant hit the broad side of a barn! you need more offence on them. skimp on the shield capacitor and the automated repair unit and replace them with a high energy focus and a structural analyzer and those ship will put themselves on the freaken map! also, there is a problem with the distruptors. ive always noticed that, because distruptors are larger that some other weapons and dont put out a comparable amount of damage, theyve always fallen short of plasma cannons and ion pulse cannons in damage to space ratio. i mention the ion pulse cannon because its not the structure your worrying about, due to the fact that almost all damage goes straight to the systems and, most importantly, drives, rendering the ship either delapidated or blown away into a trillion pieces.
so, remember, the best defence is a good offence, and that if you cant hit the broad side of a barn, than what are you doing in the military? (think metaphoricaly on that last bit)

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Tifi
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Joined:Sun Mar 04, 2007 11:23 am

Postby Tifi » Fri Mar 23, 2007 7:15 am

theres little-to-no point in using shield enhancers unless you go for everything you can.
capacitor = instant recharge every round
multi-p = +50% strength (makes capacitor more effective - more shield per round)
hard = blocks 13 damage - VERY nice ;) (and screws with enemy transporters AND keeps shields up in nebulae)
ARU = repairs
lots of shields blocking lots of damage + constant repairs = very hard to kill, you have to kill it in 1 round or will be back to AT LEAST 50% strength the next round.

disruptors have no more difficulty hitting anything than any other weapon, they don't dissipate and they can be auto-fired.
most importantly dizzes can punch through barrier shields, ions and plasmas cannot...

ion cannons are useless vs. anties so don't see much use from me, plus they can be negated with hardened shields.
plasma cannons are easily the coolest weapon, but they have severe range penalties and are too bulky to use properly until they've been minaturised several times.

well, i must have been mistaken :(
i thought the structural analyser was a beam only thing.
not that i ever use it much - cyber computers are more useful (+ accuracy is better than more damage ;) )


hint: disruptors are smaller than plasma cannons ;)

marhawkman
Posts:67
Joined:Sat Mar 10, 2007 10:30 pm

Postby marhawkman » Fri Mar 23, 2007 1:31 pm

Hehe... interesting... Loads of beam assault ideas... new idea time :p

doomstar(excalibur or if i'm not playing a race based on elerians Assimilatotron)
3 Assault shuttles
3 Assault shuttles
3 Assault shuttles(why three stacks? each stack of assault shuttles gets used up completely the fist time the weapon is "fired")
6 tractor beams
Stasis field
Stasis field
(whatever point defense weapons you want)

Subspace transporter
time warp facilitator
Damper field(or repair unit)
Battlepods
troop pods
heavy armor(or repair unit)
reinforced hull
energy absorber

That's right a ship designed for nothing but taking over enemy ships. I once managed to take control of three antaran ships using this. IN THE SAME TURN!

next we have a ship designed for annihilating well..... everything. Pretty much the only way to kill it is to use the phasing cloak bug. or a copy of this design....

Doomstar(death)
2-4 Stellar convertors(note these have the same bug as assault shuttles, never mount in a rack size greater than 1, if you have a rack of 4 it will fire all 4 regardles of the size of the target)
(point defense weapons)

Heavy armor
reinforced hull
damper field
structural analyzer
battle pods
displacement device
energy absorber
automated repair unit

Um good luck killing this...... you'll need it.

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Tifi
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Joined:Sun Mar 04, 2007 11:23 am

Postby Tifi » Sat Mar 24, 2007 5:31 pm

Hows about a really odd thing?

Battleship hull
Reinforced Hull
Augmentes Engines
Subpsace Teleporter
Inertial Stabiliser or Nullifier
As many Pulsars as you can cram in.

Jump into the middle of a fleet or swarm of missiles/fighters and create havoc :D
Pulsars have a range of 6 so they can cover quite a decent area, and they knock down shields so your beamers have easier time.

You can do the same thing with Spatial Compressors, but they have a range of 2, ignore shields and take up a LOT more room.
And you need to have snagged Orion and have them come up in the random 3 techs, or capture and scrap some Interdictors and Harbingers.

Pulsars are still better :wink:


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