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 Invading/Defending: Military Reaction 
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Private 1st Class

Joined: Tue Nov 19, 2002 3:00 am
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Hey,

Got another newb question.. I've got a bunch of planets with quasars in my current game but it will be around a week until I get a shielded planet. In the meantime, I've been guarding my most advanced planets with loads of fighters. I know I get better defensive odds using the Level 2 citadel but I don't exactly know how this works....

For example, if I set the military reaction level to 25% and have 10,000 planetary fighters, what does this mean? If someone enters the sector, will 2,500 figs attack them at 2:1 odds? Or is it only if they land on the planet?

If its only if they land, then what happens if the fighters all get blown up? The 7,500 other fighters remain defensively, the attacker gets a message, "Do you wish to attack?" and if he says yes.. 3:1 odds in my favor? Or do the fighters just sit there and do nothing and the invader can now steal them..

And finally (sorry for all the questions!) what happens if a photon is in effect?

Trying to understand how to maximize my defense .. thanks for any answers!

Wolfen


Sat Dec 14, 2002 7:14 pm
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Staff Sergeant

Joined: Mon Aug 12, 2002 2:00 am
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have a look here :)

http://www.eisonline.com/twforum/topic. ... IC_ID=3024

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Sun Dec 15, 2002 6:32 am
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Private 1st Class

Joined: Tue Nov 19, 2002 3:00 am
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Thanks, I think that link answered most of my questions! Seems its best to have it set either very very low or not at all. Does a photon disable the offensive fighters completely?


Sun Dec 15, 2002 8:19 pm
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Gunnery Sergeant

Joined: Fri Mar 02, 2001 3:00 am
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photons will disable the offensive settings for fighters if the the planet is not shielded .. during the duration of the photon blast. meaning if its set for 1 sec they will be disabled for that length of time, although that means most players would have ample time to photon in and land on planet where they can attack the ftrs directly.

you must be careful of setting military reaction to a percentage. It will cost the invaders less money to just moth your ftrs over and over than if they are set for defensive only. offensive ftrs have only a 2:1 rating .. whereas defensive they are able to stay at 3:1

most games I leave it at 0 or in some cases setting to for 3% to 5% which keeps corps from utilizing scouts to take planet. taking into consideration if its a stock game or edited ships.

shagnasti


Mon Dec 16, 2002 1:50 pm
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Lieutenant J.G.

Joined: Sat Dec 22, 2001 3:00 am
Posts: 427
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quote:Originally posted by shagnasti

photons will disable the offensive settings for fighters if the the planet is not shielded .. during the duration of the photon blast. meaning if its set for 1 sec they will be disabled for that length of time, although that means most players would have ample time to photon in and land on planet where they can attack the ftrs directly.

you must be careful of setting military reaction to a percentage. It will cost the invaders less money to just moth your ftrs over and over than if they are set for defensive only. offensive ftrs have only a 2:1 rating .. whereas defensive they are able to stay at 3:1

most games I leave it at 0 or in some cases setting to for 3% to 5% which keeps corps from utilizing scouts to take planet. taking into consideration if its a stock game or edited ships.

shagnasti

A player landing on offensive figs in an ISS gets better odds than a player attacking defensive figs in a scout.


Tue Dec 17, 2002 1:34 am
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Lieutenant J.G.
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Joined: Tue Feb 19, 2002 3:00 am
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Here is a scenario for sector defenses once you build yourself up later in the game. I have 5 level 5 or better Volcanics in a sector with the minimum shields to prevent photons. 1 Mil fighters Sector Defensive. Standard H planet with 1 Mil fuel and 1 Mil fighter capacity. Max the fighters on all of them and set to 100% offensive. Set your atmospheric cannons to say %20 on all of them. Then with your sector cannons figure out the right combination of damage to destroy the best ship in the game as many times as possible without him being able to enter your sector and live to attack your fighters. With these standard settings I have tweaked my cannon settings to take 11 consecutive hits with maxed IC's before the enemy meets my sector fighters. Keep in mind if you attack sector fighters the cannons fire again if you dont kill them all in 1 attack. This effectively could prove extremely expensive for anyone to take the sector. Providing there is the standard 5 corp members they will not be alive at the end of the day and you will still have your planets to either move (strongly suggested at that point) or beef back up again and defend (strongly discouraged). You may be able to take more hits but once your planets are empty on fuel you cant move them.

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Mon Jan 06, 2003 10:34 pm
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Ensign

Joined: Sat Jan 19, 2002 3:00 am
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Shorty, that sounds ok, but nothing is foolproof. If your opposition has 5 corp members, 3 of them can send in 3 Interdictors each (ending up #SD# for the day), and then the remaining 2 corp members can finish off the invasion. You are correct, though, that it will be very costly.

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Tue Jan 07, 2003 2:12 pm
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Lieutenant J.G.
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Joined: Tue Feb 19, 2002 3:00 am
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I use this setup all the time and it works wonderful with 10 backup H's all named the same as the entry sector planets. I just finished a game about 2 months ago where I held off a consistent attack by 2 full corporations for close to a month. They were funded by a bank of over 4 Trillion credits and I was a Blue with about 250 Million. Me and my only corp member fended them off till the game rebanged.

True, that would make 3 deaths each for the 3 corp members and 2 deaths for another, or 1 for each member left leaving 4 deaths left to be had, they may be able to run the cannons down after that but also risk being killed again. Even if they get the sector fighters killed off they still cannot take any of the planets with all the offensive fighters on them. 4 more lives just left and you have an entire corp dead trying to get to you. Now providing nobody in your own corp logs on to catch them in the act and take them out, you could possibly end up with close to empty planets when you log on. Keep in mind tho...it only takes about 10k fuel ore to move a planet a considerable distance and replace them with like named planets. What a surprise when they all log on again to find out the planets they thaught they ran down are maxed again. I can reload an H planet with fuel in a matter of a couple days, I could keep that up all week if needed and I might add that I have several times. All it takes is some hard work and time.

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Thu Jan 09, 2003 12:35 am
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1st Sergeant

Joined: Thu Dec 12, 2002 3:00 am
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How can you tell what the maxdeaths variable is in a game?


Tue Jan 14, 2003 8:05 am
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Lieutenant J.G.

Joined: Sat Dec 22, 2001 3:00 am
Posts: 427
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quote:Originally posted by Shorty

I use this setup all the time and it works wonderful with 10 backup H's all named the same as the entry sector planets. I just finished a game about 2 months ago where I held off a consistent attack by 2 full corporations for close to a month. They were funded by a bank of over 4 Trillion credits and I was a Blue with about 250 Million. Me and my only corp member fended them off till the game rebanged.

True, that would make 3 deaths each for the 3 corp members and 2 deaths for another, or 1 for each member left leaving 4 deaths left to be had, they may be able to run the cannons down after that but also risk being killed again. Even if they get the sector fighters killed off they still cannot take any of the planets with all the offensive fighters on them. 4 more lives just left and you have an entire corp dead trying to get to you. Now providing nobody in your own corp logs on to catch them in the act and take them out, you could possibly end up with close to empty planets when you log on. Keep in mind tho...it only takes about 10k fuel ore to move a planet a considerable distance and replace them with like named planets. What a surprise when they all log on again to find out the planets they thaught they ran down are maxed again. I can reload an H planet with fuel in a matter of a couple days, I could keep that up all week if needed and I might add that I have several times. All it takes is some hard work and time.

Photons disable offensive figs on a planet. Once your ore is drained to the point that an IC will survive the first set of blasts, they can photon in under the sector fighters, xport out, and photon in again. In this way they can drain your ore without dying. Once they have enough fighters on empty ships in the sector, one corpie can go in and take a blast, then be refilled by another off the empty sector ships. Doing this, they can drain your cannons to the point that they can survive a cannon blast landing, and can also take out your sector figs. Once they can survive a landing blast, they land and destroy shields until you have less than 200. Once this is done, they fire a photon and macro land and kill all the shields. At this point the cannon and offensive fighters are dampened and will not fire or attack. You then kill fighters. You retreat and repeat until you have all of the planet invaded. It is very costly to do this in terms of figs, but it will get someone through. Would probably take around 2 billion credits to buy enough figs.


Tue Jan 14, 2003 7:14 pm
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Lieutenant J.G.

Joined: Sat Dec 22, 2001 3:00 am
Posts: 427
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quote:Originally posted by Damion

How can you tell what the maxdeaths variable is in a game?

Press "S" at the t/h/s/x menu. Look for this:
Tournament Mode : On Days to enter : 0
Maximum deaths : 5

If Tournament mode is not on, there is no death limit. Also, keep in mind that maximum deaths only applies if you go #SD#. That is, each time your ship is blown up it counts as a death, but you are not eliminated until you go #SD# on or after your maximum deaths.


Tue Jan 14, 2003 7:16 pm
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