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Author Topic: [ISG] Solis  (Read 10859 times)

KillerHP

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Re: [ISG] Solis
« Reply #45 on: October 23, 2015, 07:06:57 am »

Maybe , yeah......
already voted though
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highmax28

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Re: [ISG] Solis
« Reply #46 on: October 23, 2015, 07:28:09 am »

We're not wasting it at all. We are using enough energy that we still are making more than we are losing. 27+14 is 41, and with the amount of resources we'l have, we can do any research of repair the satellite spy system.

We're only wasting energy and resources if we renounce the sustainable population act. I say delay it until we are at 18.5 population, and then we will be fine.

I will still keep my action, regardless of the increased costs. And PDS is building one thing for the cost of two. We can still soften up the enemy outside of bombing reach. The objective is to keep them AWAY from our planet, not let the get close enough to kill our people so we can decimate them. We tried that before, and look what happened! We can build PDS, like renouncing the population act, later. We'd only be giving more targets to shoot if we push for more population right now. We need the resources NOW, not later. And salvaging, again, wastes energy.

Build Two defender fleets, keep our sustainable population pact as is
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

KillerHP

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Re: [ISG] Solis
« Reply #47 on: October 23, 2015, 07:33:38 am »

(Owner , i'd like to ask you a question.How the ennemy bomb works?)
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10ebbor10

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Re: [ISG] Solis
« Reply #48 on: October 23, 2015, 08:01:05 am »

We're not wasting it at all. We are using enough energy that we still are making more than we are losing. 27+14 is 41, and with the amount of resources we'l have, we can do any research of repair the satellite spy system.

Energy is not the only limited thing. We also have resources. Building the fleets will cost us 35 resources. We can't replenish those anywhere near that fast. Our scavenging is also limited

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And PDS is building one thing for the cost of two.

Not at all. I can't even fanthom how you come to that conclusion.

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We can still soften up the enemy outside of bombing reach.
The ships will be reduced to rubble before they can destroy any enemy ship.

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We tried that before, and look what happened!
We won, didn't we.

 We can build PDS, like renouncing the population act, later. We'd only be giving more targets to shoot if we push for more population right now.

Quote
We need the resources NOW, not later. And salvaging, again, wastes energy.

Why then do you want to waste resources on two defenders? Even if you want two, it's better to build one now, and another next turn.
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Dragor23

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Re: [ISG] Solis
« Reply #49 on: October 23, 2015, 08:22:13 am »

Is nobody interested in the Xeno Ship Systems? They may have superior energy generation and there is the possibility we can jury-rig some planetside power plants based on ship mechanics. It's worth a try to reserve-engineer what we can from a vastly superior technology base. Of course, this is more of a long term investment, since we really don't have the energy for it, but I think it's worth a gamble.

Ultimately, Defender Fleets aren't the greatest and are only really useful for debris hunting, given their poorer stats, while the MK 0.5 has already the same stats without any xenology research, while also being cheaper.

We might want to conserve energy for research.
« Last Edit: October 23, 2015, 08:26:28 am by Dragor23 »
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10ebbor10

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Re: [ISG] Solis
« Reply #50 on: October 23, 2015, 08:25:49 am »

I'm interested, but we can not, at the moment, afford it.

Ideally, I'd be willing to drop any construction efforts this turn to allow it.
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Dragor23

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Re: [ISG] Solis
« Reply #51 on: October 23, 2015, 08:27:51 am »

I forgot to add some lines at the beginning and sneakingly added them in. I think dropping construction this turn would be a good idea to allow us to learn from the enemy... And also maybe figure out their weak spots.
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highmax28

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Re: [ISG] Solis
« Reply #52 on: October 23, 2015, 08:33:12 am »

I made an error in my math and looking at it (Its hard to see things on mobile, I thought its resource cost was the PDS's, but the energy cost was higher), so I apologize for that.

And we didn't win. We killed their flagship and they ran off to regroup. How can you call it a victory for so many we lost? As far as I know, the war never ended because we're still under threat of them coming. They don't want to conquer us, they want to wipe us out.

And the difference between energy and resources is we're almost at our peak with our infrastructure but we can get more resources as time goes on. If you're willing to waste 10 turns to even out the resource deficiency by renouncing the population act, then you can wait 5 turns before we implement it. Plus, most resource costs for the most part, are 20 or under. We make 16 per turn, which is 8 turns to make 20 resources per turn which means we can easily make most of our projects right away.

I will change my proposal to Build one defender fleet. We need energy for research and structures, and we need them as soon as possible. The systems research will probably help us immensely, and when we start to delve into the other parts, we might have ships that stand a fighting chance (and our defenders will more than likely become work vessels). It also makes for good practice to have an even number, so that in the cases we NEED to do salvage runs, we can send three groups instead of 2 and 1/2.

I forgot to add some lines at the beginning and sneakingly added them in. I think dropping construction this turn would be a good idea to allow us to learn from the enemy... And also maybe figure out their weak spots.
We should at least build the minimum. We will still make a profit of resources and energy.

Is nobody interested in the Xeno Ship Systems? They may have superior energy generation and there is the possibility we can jury-rig some planetside power plants based on ship mechanics. It's worth a try to reserve-engineer what we can from a vastly superior technology base. Of course, this is more of a long term investment, since we really don't have the energy for it, but I think it's worth a gamble.

Ultimately, Defender Fleets aren't the greatest and are only really useful for debris hunting, given their poorer stats, while the MK 0.5 has already the same stats without any xenology research, while also being cheaper.

We might want to conserve energy for research.
I don't beleive we have enoguh energy to do it right now. Next turn, if we go with just one fleet, we should have enough to research the systems (which I fully support).

If we get a PDS, we won't have enough energy to do it.
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

Dragor23

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Re: [ISG] Solis
« Reply #53 on: October 23, 2015, 08:48:00 am »

If we would build one defender fleet this turn, we would have an even number of 'em.  :P
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highmax28

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Re: [ISG] Solis
« Reply #54 on: October 23, 2015, 08:53:29 am »

If we would build one defender fleet this turn, we would have an even number of 'em.  :P
I'm aware. I didn't see our numbers when I originally posted
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

Dragor23

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Re: [ISG] Solis
« Reply #55 on: October 23, 2015, 10:02:00 am »

SO, the plan is

Build one Defender Fleet

and that's about it?

I wish we could spend actions to tickle out even more resources and energy, like a temporary boost.
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highmax28

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Re: [ISG] Solis
« Reply #56 on: October 23, 2015, 10:04:24 am »

I wish we could too, but unfortunately, we can only do a one way exchange
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

KillerHP

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Re: [ISG] Solis
« Reply #57 on: October 23, 2015, 10:31:58 am »

The plan was Build two defender fleets originally.
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highmax28

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Re: [ISG] Solis
« Reply #58 on: October 23, 2015, 10:35:46 am »

The plan was Build two defender fleets originally.
I'm getting shat on for suggesting two, so one will have to do
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

10ebbor10

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Re: [ISG] Solis
« Reply #59 on: October 23, 2015, 10:53:16 am »

Quote
And we didn't win. We killed their flagship and they ran off to regroup. How can you call it a victory for so many we lost? As far as I know, the war never ended because we're still under threat of them coming. They don't want to conquer us, they want to wipe us out.

Still, the point stands. The Wardens succeeded in taking out the enemy flagship. The Defender shuttles will succeed only in becoming a new debris field.

The Warden can kill Ravager's in one hit, and is mostly impervious to their attacks, due to it's 5 armor. The Defender will need 2 hits, and is highly vulnerable to the Ravager's attacks.

Against the Defiler, the Defender is practically helpless. Two shots from the Defiler will kill the craft, and we probably need like 20 hits to kill of one. The Warden won't do great either, but it will force the enemy to use their bombs (and even then it should take 3 hits). However, at least the Warden can actually take out the enemy in a few hits.

Based on some primitive assumptions, 10 Wardens can actually comfortably take out the entire known enemy fleet. We'd need about 50 defenders to do the same.

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It also makes for good practice to have an even number, so that in the cases we NEED to do salvage runs, we can send three groups instead of 2 and 1/2.

Four ships are already to many for salvage runs. We really don't need 6. The debris field grows smaller with every salvage run, and I highly doubt we'll be able to pull of more than a few. Besides, we get a mere 4 actions per turn, spending 3 on salvage is very unlikely.

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and our defenders will more than likely become work vessels)

That's an assumption made on very limited evidence.

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The systems research will probably help us immensely

Presumably, yes.
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