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| oh geez, this is gettin serious http://www.classictw.com/viewtopic.php?f=13&t=10572 |
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| Author: | tater [ Fri Sep 17, 2004 6:09 pm ] |
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got a couple of games I'm playing and am getting to the point of setting things up for building up a planet or am in the process of and was wondering what I should be doing for defense? Mainly i am in 2-3 deep dead ends and am wondering about sector and planet defenses, like? sector----------sector-----------end #figs?(o,d,t?)--#figs?(o,d,t?)--#figs?(o,d,t?) #mines?---------#mines?---------#mines? #limplets?------#limplets?------#limplets? --------------------------------planet mil action (0,right?) --------------------------------planet Quasar atmos %? --------------------------------planet Quasar sector %? need to decide where to put fighters(all in planet, 50% planet-50%tunnel?) Also, would it be wise to pump up a sector full of desireable planets and upgrade them all at the same time? |
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| Author: | maidenariana [ Fri Sep 17, 2004 6:17 pm ] |
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tater, My response would depend on the total number of fighters that you have. You may need to go with spending the night in a tholian sentinel in orbit, or if you have many fighters, then my answer would be some in orbit and more on the planet. Quasar settings - my default is always 20% sector 80% atmosphere - but many people may argue against that. |
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| Author: | tater [ Fri Sep 17, 2004 6:45 pm ] |
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for figs, I was thinkin in percentages, unless you are under a minimum ammount, and what that minimum ammount is |
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| Author: | Slim Shady [ Fri Sep 17, 2004 10:11 pm ] |
| Post subject: | |
tater, it matters 100% on the edits of the game. i wouldnt put anything in the gate sector, thats just a way for people to follow your bread trail home Slim |
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| Author: | DragonCultist [ Mon Sep 20, 2004 2:30 am ] |
| Post subject: | |
I avoid the use of sector cannons; they allow people to drain your planets' ore too easily and they don't do as much damage for the ore used. They may have their uses in an entrance sector with five planets having staggered blasts to keep moths out if you can keep them filled with ore and well guarded (and one should likely have an interdictor on), but otherwise they're bad for your health in my opinion. As for atmospheric, I'd keep it rather low unless you haven't much ore (in which case perhaps 35% or so).. perhaps 10-15% otherwise. If you set atmospheric to something high, such as 80% suggested above, a player can pod once or twice if necessary, and then land relatively unharmed by the qcannon the third time to take your planet and not lose nearly as many fighters doing so. If you know you're behind in a game, such that if the enemy finds your base they can flatten it regardless of what you do, you may as well keep all your figs on the planet with a 0 reaction level. Make them pay for invading you as much as possible, set up in another sector (without a port in it), and play from there. Figs get 3:1 defensive odds on a planet, and only 1:1 in a sector. If you're fairly evenly matched or ahead, keeping some sector figs (but most on the planets) should be alright. If the enemy can't get into your sector, they can't create unstable masses and/or blow your port if you have one. Toll figs are useless for defense.. offensive not much better. As for being in a 3-deep, you're really taking your chances.. even in a 20k sector game you'll be found in moments by anyone actively searching. Best to start off in a 1-deep reasonably far from SD and 1 because there are a lot of them to scan and it's out of the way. Only time I'd venture into a 3-deep+ tunnel is by twarping defendable planets into one late in the game from their original 1-deep homes. DC. |
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