Saturday, November 13, 2010

G120

G120: Started from one system managed to overwhelm neighbours and grab 2 super planets. As yet I've got good research done thanks to all the science planets I've grabbed. (I've done this once before but didn't blog it before, need to blog to remember.)
*Pending*

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Saturday, July 26, 2008

neighbours

Never send a colony ship to your nearest sun, its a 80% chance that its someones home system.

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Friday, June 27, 2008

Attack

I have to take note and advise others that Attack is the best form of defense.

I spent time building up my fleet but never mobilized it till it was too late.

Attacking gains you immediate points.

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Saturday, May 31, 2008

balanced fleet- take 2

Rethink: Its difficult how to see a new system would be integrated without an overhaul.

Each ship has an evasive/flanking/manouevability ranking. I.e with a mixed fleet you can suppress an enemy while you move freely. Else they can out flank you or fall back wounded ships.

i.e: Shuttle 0.6, Corvette 0.5, Frigate 0.4, Destroyer 0.3, Cruiser 0.2, Battleship 0.1

Attack
Focusing firepower on a specific ship type. For example attacking Light Firepower ships will save you Light Class Ships.

Defence
Doubles sheilds of specific ship for survival, however they can not fire.

Move
---Rotate Fleet
------------------Fall back damaged ships from front line/or/Place specific type in front. I.e More effective/well defended ships.

---Full Retreat
------------------Increases survival when retreating. Damaged ships sent to the front whilst healthier ones retreat.
---Strike
------------------Ships attack at close range, deal a critical hit but also will suffer heavy loses in doing so.


The success of the above depends on the nature of the fleet and the enemy.

I.e. if you go with battleships and meet a more mixed fleet. The enemy fleet will be able deal more damage and potentially survive your assault.

However note the above are one round events, with a recharge times and may depend on a certain numbers of ship type to balance out system.

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Saturday, May 24, 2008

Mixed Fleet Idea - Move-Suppress

To simulate small scale conflict...

Suppressive fire enables a fleet to subdue any enemy movement and thus take control of a conflict zone.

Light Firepower is the main component of suppressive fire with Heavy caliber weaponry being half as effective. Suppressive fire is usually spread across the enemy fleet and can shift to a focused area, for example to subdue a flanking maneuver.

The amount of suppressive fire available in a combat arena is usually limited, ie you have to subdue an enemy advance and at the same time stop the rest of the enemy fleet from breaking.

Hence....

Actual Suppressive fire = (Light Fire Power + (Heavy Fire Power /2) ) /3

Effective Suppressive Fire = ActSupFire / ((Number of Ships/3) / (Enemy Ships/3) )

Ie, to keep things simple there are 2 flanks and a center.

.....

Suppression Quality % = EftSupFire / (Total Enemy HP/3)

If Quality is over 50%, the section of an enemy fleet is deemed Suppressed and hence open to a movement penalty.

Focus % = excess SQ%/ excess ESQ%

This is the amount of suppressive fire which can be shifted to a enemy segment.

.....

To conclude

Movement chance % = (SQ/Enemy SQ) + ((F / Enemy F)/2)

If Movement Chance is over 70% the move command is successful.

....

Movement

Fleet rotation, ie sending wounded ships to the back hence they survive.
Full Scale Retreat (Dependant on whether enemy wants to pursue)
Flanking gives attack bonus




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