Dostillevi1

Dostillevi1

Joined Member # 3367713
0 Posts 21 Replies 317 Reputation

So normally I defend the marza's ridiculous ultimate ability. You can counter it easily with the appropriate interrupt. However today I experienced hell.. aka 3 lvl 6+ marzas. As advent, I only have caps that can counter the marza's ability, and of the two caps that can do it, the only one that ever sees gameplay is the radiance battleship. Having 3 radiances, in any other scenario, is practically pointless.. other caps are much more useful to the fleet.

28 Replies 13,665 Views

When you build a temple in your back yard and wonder why your neighbors haven't moved out the next day. When your kids build tree forts, you encourage them to install self destruct mechanisms in case they ever get overrun. If your neighbor's kids start throwing rocks from their treehouse, you mutter under your breath about the damn advent. You get in a car accident and have an out of body experience. Good thing you researched lingering

337 Replies 729,428 Views

[quote]However, the chain will not travel between systems.[/quote] It will if you have a starbase with a trade port around each star.

33 Replies 194,424 Views

[quote who="JonBrave" reply="24" id="2152183"]To summarise just a simple question: I understand that placing a TP which does not contribute to longest route does not get long route bonus I understand that placing a TP which actually closes a long route into a loop can actually degrade the long route bonus Now: Within the above bounds, if I have an asteriod which has nothing to do with the long route, is it still worth placing a TP on it?

33 Replies 194,424 Views

Before I played online I did sometimes.. playing online really taught me how to play fast and take advantage of keyboard shortcuts and other things so I can manage an empire, multiple projects, and still micro cap ship abilities and fighters. Going back to single player, even against unfair AI, feels like a walk in the park. Sure the strategy against AI is different but skills gained from playing online carry over. If the unfair AI is too easy, set yourself

15 Replies 32,494 Views

[quote]i think your ideas would apply nicely to a slightly different sort of game. the empire management in Sins is a bit more simplified than what you seem to be describing. if there were actual unique trade goods being carted around on those ships it would make alot of sense to track exactly where those goods are going to and use that data to generate an income rate. as is though there's no real distinction between the trade goods of one planet or another, thus the simplified "longest trail

33 Replies 194,424 Views

I left off my conclusion! Basically, given what I wrote above, a better simulation would be to slightly increase individual trade port tax income every time a new planet is added to the trade network. This is extremely simple to do from a coding perspective and provides a more accurate representation of the efficiencies of increased trade. For better simulation, the effect of adding planet X+1 to the trade network could result in diminishing increases in eff

33 Replies 194,424 Views

I understand the basis of graph theory as it applies to trade route detection, but simply because the algorithm to detect the longest path is correct and optimal, it doesn't mean this is the way things should work in game. The basic premise behind trade in economics is that it creates efficiency.. i.e. it is more efficient for some people in location X to create resource x and trade with the people in location Y for resource y than it is for the people at location X to create bo

33 Replies 194,424 Views

Once had an opponent take an egg, a small fleet, and a few ruiners and run in behind my lines leaving lots of mines after every jump. After jumping around for a while he managed to take out one planet with the egg because my fleet was so tied up trying to maneuver around the mines. He lost ultimately because he focused too much on that micro while he let his econ flounder.. but for a while I was really annoyed and distracted.

38 Replies 15,174 Views

Just like to point out I killed Tyr's egg just now in a game using the strategy I outlined at the start of this thread. It isn't foolproof and it isn't a push button win but it is very effective at halting an early rush. Without his egg (and I'm assuming he scuttled his cap yard) Tyr couldn't push through and capture planets from the ally I was assisting.

11 Replies 41,197 Views

[quote who="koda0" reply="2" id="2137648"]Mid, Early or late game, I use more bombers than fighters, just for their sheer destructive force. 1.5 Bobmers for 1 fighter is how I set my carriers, and I have my fighters kill off enemy fighters, and my flak kill off enemy bombers. Then, my bombers take control, free to destroy anything. Koda0[/quote] I disagree. Bombers are only effective in the early and mid game against cap sh

11 Replies 41,197 Views

Normally people advise fighters as the early game carrier unit. This seems to make sense since fighters are the counter to LRMs and bombers. However, I recently discovered that fielding a bomber fleet in the early game can be decisive in certain cases with the goal of killing or crippling the enemy's cap ship early on. Basically, few people provide adequate strike craft counter in the early game.. especially if they haven't scouted you properly. If they do see

11 Replies 41,197 Views