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The Academy / Re: First contact with a neutral NPR
« Last post by Ulzgoroth on March 22, 2024, 02:07:40 AM »
I'd note that I got one of my embassy ships blown away apparently by accident. The NPR was fine with my ship being there, but saw another enemy, volleyed missiles at it, and a bunch of them killed my ship too. (Possibly self-guiding missiles.)

Probably not what happened to you if they killed your ship immediately on arrival instead of after a while though.




As for sneaking information, stealthy ELINT ships are possible. I've got small ones with cloaking and stealthy engines. A big one with several ELINT modules might instead be able to read its target from very far out so it doesn't need as much sneak. ELINT that can detect a colony generates intel points on the colony that will eventually give you an idea of what is there. (And on serious colonies give you other information about the owning civilization, like design datasheets or system maps.)
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The Academy / Re: First contact with a neutral NPR
« Last post by Steve Walmsley on March 21, 2024, 11:31:56 AM »
The later treaties will give you geo and grav data and eventually research data.
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The Academy / Re: First contact with a neutral NPR
« Last post by Garfunkel on March 20, 2024, 06:22:08 PM »
Unless the system is something they consider extremely important, they will leave as long as your claim is serious enough. So, you need ships and a colony and the aliens need to see them. Trading brings in wealth and you might learn about new systems that you have not discovered yet as your civilians go there to trade. I have never gotten the further treaties so I don't know how useful they are.
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The Academy / Re: First contact with a neutral NPR
« Last post by Ush213 on March 20, 2024, 09:47:16 AM »
Iv never actually got to the point of trading with NPR. Usually I'm like Frank Reynolds and just start blasting when i see them.
Is there much benefit to setting up trade and alliances? How does territory work with an neutral NPR. I always find that they don't respect my warnings to leave the system and it end up in a challenge race to get enough infrastructure in a system.

It it worth it to ally with them and what is a good approach to claiming fringe/border systems.
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The Academy / Re: First contact with a neutral NPR
« Last post by nuclearslurpee on March 20, 2024, 09:21:30 AM »
With regard to Diplomatic ships, an NPR will allow them into their home system if that is their only system. Otherwise, they will be upset by Diplomatic ships in any of their 'Core' systems, which is their home system plus any other heavily populated systems.

I'll admit this has always been counterintuitive for me. Usually when you set up an embassy it's supposed to be in the capital on account of the government being seated there.

I guess the idea is to make it a bit harder for players to pull off classic exploits like diplo-ship-with-ELINT-module shenanigans on the NPRs.
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The Academy / Re: First contact with a neutral NPR
« Last post by Droll on March 20, 2024, 07:33:41 AM »
With regard to Diplomatic ships, an NPR will allow them into their home system if that is their only system. Otherwise, they will be upset by Diplomatic ships in any of their 'Core' systems, which is their home system plus any other heavily populated systems.

I'll admit this has always been counterintuitive for me. Usually when you set up an embassy it's supposed to be in the capital on account of the government being seated there.
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The Academy / Re: First contact with a neutral NPR
« Last post by Steve Walmsley on March 20, 2024, 04:25:25 AM »
With regard to Diplomatic ships, an NPR will allow them into their home system if that is their only system. Otherwise, they will be upset by Diplomatic ships in any of their 'Core' systems, which is their home system plus any other heavily populated systems.
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The Academy / Re: AMM or PD or both
« Last post by Froggiest1982 on March 19, 2024, 05:19:48 PM »
I think relying solely on AMM as a PD strategy is inherently flawed and excessively costly, and if I were to employ 1 strategy only, I would probably go with Turreted PD guns.

However, in my opinion, effective PD demands a layered system incorporating AMMs, decoys, possibly turreted PD guns, or CWIS.

I enjoy incorporating plenty of RP elements into my campaigns, which sometimes leads to the inclusion of less-than-ideal ships. However, when I'm testing new strategies, I prioritize using optimal ships to establish a benchmark. In such cases, I maintain a ratio of 3 to 1 for escort to warships and implement a specialized layered defence on each ship: 1 AMM ship and 2 Turreted PD ships.

Additionally, I've recently begun equipping some PD ships with one-shot box launchers for decoys, which I fire before initiating the PD barrage.
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I think the crucial missing information here is the size of the Salvo.

Regardless of whether you choose to allocate 2, 3, 5, or any other number of launchers to Fire Controls, it's imperative to consider the size of the Salvo. Dealing with a 50 missiles Salvo is vastly different from handling just a 5 missiles Salvo.

Expanding the discussion, relying solely on AMMs as a PD strategy is excessively costly.

In my opinion, effective PD demands a layered system incorporating AMMs, decoys, and possibly turreted PD, or CWIS.

Back on topic, if the salvos are arriving simultaneously within the same 5-second interval, then you'll require 1 FC system per salvo. You could also opt to assign 1 escort ship per salvo rather than one ship for multiple salvos, and retain only 1 additional FC for redundancy (or split the barrage into 2) while reallocating the saved tonnage to incorporate more launchers.
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Thanks both, I'll aim for 5ish per FC and see how that does.
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