Look, your title said "Fighters as siege frigate counter... does it work?" I thought you were some guy asking for help and input. My experience is that "no, it doesn't work," because I tried that very thing as a counter. Now, I'm not asking you to agree with that answer, however you seem perturbed that I tried to help you with an answer. I find that strange. Bottom line - if it is your experience that fighters make good counters to siege frigates, great! I'm happy for you!
Agent of Kharma
RealDarko: I actually think the lack of worrying about a z-axis is a good thing, and is one of the things the developers did right (although people here are saying you can move on the z-axis, so check it out). As far as the physical game itself - the "technicals" of the game if you will - it's an A+. The developers are highly talented, and knew what they were doing. My hat is off to them in that area. Where they went wrong is that the balance and game play dynamic is one of
LOL - you have autoplace structures on. You have to right click (I believe) to turn it off. Just hold the mouse over the different icons down there until you find the one.
[quote] It's a bit strange that we have movement limited to phase lanes, creating chokepoints - and then can't use these chokepoints properly to blockade enemy movement. [/quote] Right - you CANNOT set up or use choke points, so don't even try. It's simply not the game dynamic they were trying to create, strangely enough. You have been given advice on using fighters, however on a recent thread I discussed my experience in trying to use fighters, including going advent
To answer the question (this has been posted on a recent thread of mine) - I went for an anti-siege frigate strat from the get go, and fighters were what I went for (advent carrier, hangers with upgrade, etc). In came the siege frigates, and nothing stopped them. The first wave of siege frigates was only 7, yet they managed to totally take the planet down and get out of the system. The next wave was 19, and I just quit the game after that (note that this was AFTER the recent patch, LOL).
The best thing you could do by far is add the ability in the game setup user interface to drop particular units from the game. Now, I don't know how your game engine is set up, but if it isn't "hardwired" so to speak (in other words, if the AI can dynamically respond to unavailable game units and adjust its strat and behavior and builds accordingly), then this would essentially be no trouble at all to do - you're essentially talking a user interface tweak and not much else. The reason
[quote] He sends 15 siege frigates, and your in system defenses kill them before the planet is destroyed. [/quote] What, are you nuts? Your in-system defenses aren't going to kill 15 siege frigates. In-system defenses just aren't worth jack crap (that's the 3rd severe problem with the game, in addition to the PJI and the ridiculous siege frigate). I have no idea what game you people are playing, but it certainly isn't the same game I'm playing. [quote]
This is really all a question of what kind of game play dynamic one is interested in. The very first time I laid eyes on a SoSE star map and saw the phase lanes connecting planets, I instantly thought I knew what it was all about: strategically controlling star systems and phase lanes. Makes sense, what else could it be? Naturally, I thought that strategy and gameplay would revolve around this sort of mechanic. "Ahh, I'll take a risk and run out and try to grab that nice planet with
[quote] I would. The unit, as designed and described, makes sense. [/quote] Okay we got me and Ron Lugge voting here. Come on people, let's have a show of hands. Anybody else?
A question to all these people who want a weak PJI: WHY HAVE PHASE LANES BETWEEN PLANETS AT ALL? I thought they were there for a reason, which was to create a strategic geographical dynamic to the game. The developers must have originally thought this as well, because they developed the PJI which apparently functioned fine (imho) in beta. Furthermore, why have the concept of a gravity well? Look, if a stronger PJI makes no sense, then neither do phase lanes between planets, and neit
On siege frigates, I'll say it again: Of *course* siege frigates can be countered - that's not the point. Make 1 siege frigate 10,000 times more powerful that the most powerful cap ship in the game, and it is *still* counterable, because if nothing else, you can just spam them the way your opponent does, so YES, IT IS COUNTERABLE - WE AGREE. So the issue isn't "counterability," the issue is whether or not this is a sensible game play mechanic. You could literally scramble all of the unit sta
[quote] Actually, inhibiting phase jumps through your territory and forcing people to fight through planetary defenses sounds less strategic. [/quote] Then I suppose we have different definitions of what constitutes "strategic." Control of territory and points on a map is a classic example of strategic thinking, going back to probably thousands of years.
Another idea: Many strat games feature a tech tree that forces people to choose between once branch of the tech tree or the other, so when once branch is researched it shuts off the other branch. REALLY SIMPLE - If you choose PJI, you cut off the research for the superweapon. If you choose superweapon tech, you cut off the research for the PJI. This takes care of the concern over turtling with a superweapon (if indeed this was a real concern in the first place). And it would
[quote] Imagine super effective PJI's at each one of your opponent's planets and a super weapon positioned deep in his territory. Now tell me you wouldn't have been screaming for a nerf. [/quote] If it was indeed the problem you say it was, I certainly wouldn't have been screaming for a nerf of the PJI. Why not nerf the superweapon instead? Why nerf strategy out of the game? Either way, you seem to be implying that once a PJI was put into place, the game was won, and
[quote] Another way to make PJI work is to make them interdict a fleet but only for limited time, maybe 30 seconds, unless it is destroyed in that time. It could be a second or third level ability. The first level does what it does now, slowing down the cooling down before a phase jump. A second level will slow down the cooling down further and a third level is an activated ability that interdicts a fleet for thirty seconds. This way if we have more than one PJIs, then we can
[quote] I Wouldn't it be better for the game to revolve around controlling, defending, and attacking strategic choke point areas rather than revolve around harassing and raiding and playing phase lane musical chairs? I don't think it would, and I say this as someone who is extremely good at the kind of game play your advocating. The problem, IMO, is that holding one or two strategic becomes a
[quote] Any news on adding the extra fast gameplay mode for speed junkies... Also, is there a way to make the fleet travel faster in the gravity well especially if the fleet is only passing through the planet en-route to another destination? Regards [/quote] In reading this, I suppose I have to feel for the developers. Here I am complaining in one respect about stuff being able to zip through one's system as if that system isn't
[quote] We don't agree with the siege problem since v1.02 but we'll continue to monitor the stats and gameplay behaviors. [/quote] The siege problem is still very bad, but it's actually a minor issue compared to the PJI (in fact I think it syngergizes with that problem, and is complicated by it). Note that I have no complaints against the AI (I merely used gameplay with the AI as an example). Actually, it is great that the AI is smart enough to recognize and use that t
[quote] The problem with phase lane lock down or even an extensive delay is it makes it very difficult to kill the super weapons. Personally I'd rather see the super weapons nerfed or even removed if it allows for the elimination of the need for phase lane hop scotch to kill an enemy fleet that runs the literal instant the tides turn against it. [/quote] There is no question that this strategy game could be quite good without a superweapon, yet it cannot be good with the curren
I'm a die-hard strategy game junky, and have been playing these games for decades, even before PCs had them (in the olden days you had to play them on mainframes). I have been tracking this particular game for about a year before it came out, and had extremely high hopes. My problem with the game is the horrible gameplay mechanic, which I belive is a crappy synergy of a few bad balance decisions these guys made. It breaks the game, and makes it unplayable from any sort of enjoyability or
[quote] All that I really see wanted is people to make invincible fortress worlds that have 100% chance to stop any army. [/quote] Come on. Making a phase jump inhibitor stop you from phase jumping past it deeper into a system in no way creates an "invincible fortress world" - that's the most ridiculous thing I've ever heard. A phase jump inhibitor isn't a weapon, and it isn't a fortress. It is what it says it is - a phase jump inhibitor. It doesn't chan
[quote] Honestly, myself, I'd prefer the original PJI over superweapons any day! I mean jumping a dozen siege frigs through my systems and taking out my homeworld is kinda lame (which I hear wont be a problem with the next patch nerfing the siege frigs). Verx45, I'd even like to have the Beta 4 version back. It just eliminated enemy ships from jumping deeper into your territory, but they could still retreat. [/quote] I strongly advocate t
I think the easiest and simplest thing to do is make the PJI inhibit all jumps except back through where the jumper came from. This dodges all of the complexity that one of the posters above suggested, but most important of all it allows STRATEGIC CONTROL OF PHASE LANES AND STAR SYSTEMS. Right now star systems basically have an economic/logistical use, and that's it. Phase lanes have no strategic use whatsoever. The game has degenerated down to a lot of TACTICAL play with hit and run
The Advent invaded my system with a large fleet and tried to take my planet. Fortunately for me, I had a fleet sitting right there, in addition to tons of defenses. Anyways, right in the middle of the battle, this very large "black hole" effect pops up, pretty much right in the middle of the advent forces, pretty much completely engulfing the entire advent fleet. It stayed for a long time - the entire battle. I think it flickd off one or two times, but came right back quick. It was
Actually, you can move ships yourself - I've done it. In a recent battle, I had a fleet of 2 capital ships (the Kol and the missle barrage firing ship) and about a dozen frigates with a few cruisers thrown in. I was battling an enemy with a similar sized fleet, when I noticed my missle barrage ship was taking quite a beating. Since it has some range, I decided to take it out of the thick of battle, so I turned it around to move it out of the way. Much to my chagrin, the 2 enemy capital ships