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Micromanagement & Big Question

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zodiac44:
Nope, the ultimate ship is as follows:

Load up a Doom Star hull with:
Battle Pods
Achilles Targeting Unit
Hyper-X Capacitors
Phasing Cloak
Structural Analyzer
Time Warp Facillitator
High-Energy Focus
Sub-Space Teleporter

As many Phasors (FX, with Heavy, Shield-Piercing, and Autofire mods) as you can fit, 1 Stellar Converter.

Battle pods give you +50% space to load things into.  With the Heavy mount and Autofire, Phasers shoot 3 times per firing for 150% damage per shot (total = 4.5 x damage).  With Shield Piercing and Achilles Targeting Unit, Phasers ignore shields and armor, directly damaging the structure of the ship.  Structural analyzer doubles damage that penetrates shields, and all Phaser shots penetrate shields (9x damage per firing).  High Energy Focus increases damage per shot by 50% (13.5x damage per firing).  Hyper-X Capacitors let you shoot twice until you take a turn without firing (27x damage per turn).  The Subspace teleporter allows you to optimally position your ships without getting fired upon for turning.  The Phasing Cloak makes your ships completely invisible (and unattackable) when cloaked (for 10 turns).  The Time-Warp Facillitator allows you to have two turns in between your opponent's turns.  The Stellar Converter takes care of the problem of planetary Barrier Shields (which Phasers can't penetrate).

Here's how everything works.  Each of your "turns" has two parts, which I will call "A" and "B" (A is your normal turn, B is the extra turn you get from Time-Warp Facillitators).  On A, decloak and blow up enemy ships with Phasers (you get to shoot twice, thanks to the Hyper-X Capacitors).  At the beginning of B, cloak, do not fire any weapons.  By cloaking, your opponent will not be able to fire on your ships on it's turn, and by not firing your weapons, you allow the Hyper-X Capacitors to recharge.  Your opponent takes it's turn and sits there with it's thumb up it's ass because it can't shoot anything.  Repeat A and B until all enemies destroyed.  You have only 10 of your turns (5 of your opponent's) before the Phasing Cloak runs out and becomes a regular cloak (80% protection), but that should be plenty of time to finish off any enemies unless you make a mistake or they get very lucky.

The only way I know of to defeat this ship is with a ship specifically designed to counter it, which would have:

Phasing Cloak
Battle Pods
Structural Analyzer
Achilles Targetign Unit
Warp Dissipator

As many Stellar Converters as you can fit.

You can use a smaller hull for this ship than the Doom Star, as it doesn't require as many mods or weapons as the ultimate ship.  The strategy is to hide far away from your opponent (corner of the map is good) and stay cloaked until the opponent's ship's Phasing cloak runs out, then blast away with the Stellar Converters, which have no range penalty.  1 or 2 shots should take out you opponent.  Ideally, they won't be able to get in range to hit you before you can kill them.

Since these ships can be smaller, you can build more of them cheaper, and bring many to a fight against the ultimate ship.  Unfortunately, they have little use beyond destroying planets against any other foe.

sgb:
I tend to agree that too much automation makes the game pointless.  At most the matron eventually needs to put girls back to work that she's pulled off, and eventually a 'important messages only' filter for turn summaries.  Other than that, the current level of management is acceptable IMO.

And for those looking for the glory days of MOO2, give Galactic Civilizations 2 a try.  It's more or less the game MOO3 should have been.

letmein:
Since we seem to have veered (just a bit...), I wonder if we've hit the point where we want an off-topic thread?  From my experience, those end up being rather dead 70% of the time, but occasionally they can have a certain amount of entertainment.  Especially, perhaps, in a forum like this one...   :-\

DocClox:
hmmmm.... seconded.

Galactic Civilisations 2, hmmm?

* DocClox googles...

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