Author Topic: Tactics for fighting a higher-tech opponent  (Read 4070 times)

0 Members and 1 Guest are viewing this topic.

Offline Kurt (OP)

  • Gold Supporter
  • Vice Admiral
  • *****
  • Posts: 1765
  • Thanked: 3389 times
  • 2021 Supporter 2021 Supporter : Donate for 2021
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
Tactics for fighting a higher-tech opponent
« on: May 29, 2007, 12:56:10 PM »
As noted in a post in the bugs forum, I recent fought out a battle with a precursor ship.  A disastrous battle, as a matter of fact.  The Grand Fleet of the Western Alliance was composed of three 18,000 ton battlecruisers, six 8,000 ton missile cruisers, six 6,000 ton assault ships, and eighteen 5,000 ton anti-missile escorts.  All ships are fairly low tech, having slightly better than basic tech (level two or three) systems.  

The fleet's speed was approximately 2,000 kps, with the fastest ships, the assault ships, being capable of 6,500 kps.  The battlecruisers and missile cruisers were armed with size six missile launchers, firing missiles with 400,000 km's range, 15cm offensive lasers and 10cm defensive laser turrets.  The BC's, in particular, had heavy shields, and all WEstern Alliance ships depend on shields rather than armor.  The assault ships were designed and built specifically for this battle.  To get a top speed faster than the precursor ship's, I had to sacrifice almost all defenses.  As a result they had light shields and no armor.  They were armed with four 15cm lasers and were intended to get close and pound the precursor while the rest of the fleet bombarded it with long range missiles.  

The precursor ship had generally unknown capabilities, but was known to possess a maximum speed of 5,500 kps and had heavy shields.  The ship had destroyed two Western Alliance geo survey ships, and chased a jump ship that managed to escape the system before being caught.  

The initial plan was to find the precursor and engage at long range with the cruiser's missiles.  Depending on how that went the assault ships would either be held back in case the precursor tried to escape, or sent in immediately if the missile units needed help.  The plan went to hell almost immediately.  The precursor ship had a speed advantage of 2.75 time the WA's maximum speed advantage, which meant that it closed a lot quicker than I expected.  It also didn't use missiles, which completely blew my plan out of the water.  I expected it to use missiles, which was why my fleet had so many anti-missile escorts.  

The WA (roleplaying) didn't know if the original attack on its geo survey ships was a mistake, so it was going in with orders to sort things out, but not to fire first.  The precursor closed to approximately 250,000 km's (IIRC) and opened fire with very advanced torpedos, taking out the nearest ship, an escort.  The WA fleet returned fire with its missiles, and the fleet commander panicked when he realized that his elaborate missile defense was now useless.  He ordered all of his escorts and the assault ships to close on the enemy, and then turned his missile ships back towards the warp point.  

The precursor's missile defense picked off a fair number of missiles closing on it, but not all, but the assault ships had a hard time hitting it.  The precursor fired every fifteen to twenty seconds, taking out a ship every time it fired, but the WA's missile launchers fired every forty-five seconds, and its 15cm lasers fired every fifteen seconds.  Worse, the WA's escorts couldn't close to engage with their 10cm lasers, because their max speed was 3,000 kps, and the precursor was doing its best to keep the range open.  

After doing a little math, the WA admiral correctly figured out that the precursor would completely destroy the fleet before the fleet could pound its shields down, so he ordered his BC's to retreat, covered by the missile cruisers and remaining escorts and assault ships, which all set off on a tangent to draw the precursor away from the heavy ships.  

In the end two of the the WA's three BC's escaped, along with the two combat jump ships waiting on the warp point.  Ugly, ugly, ugly.  Fortunately, the precursor doesn't seem to be able to make a jump, so the Western Alliance is safe, for now.  

After this debacle, I've been trying to come up with a new strategy to engage the precursor.  The WA will, over the next several years, have completed research into the next generation of weapons and defenses.  During this same period they will be rebuilding their fleet.   Even with the new systems, though, it is apparent that they will still be far behind the precursor's.  

I noted during the battle that the precursor always engaged one ship with its torpedoes,e ven if this was massive overkill, which it usually was.  This appears to be a design flaw for the precursor ship, as it can only kill one ship every 15-20 seconds.  Of course, the flip side is that even with the recently developed tech, the WA can't build a ship that can withstand the precursor's firepower.  

I was considering building a fleet of fast, relatively cheap, assault ships, intended to close and pick the precursor apart, while my heavy BC's stand off and snipe at it with improved missiles.  

Anyone got a better idea?

Kurt
« Last Edit: December 31, 1969, 06:00:00 PM by Kurt »
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5656
  • Thanked: 366 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
(No subject)
« Reply #1 on: May 29, 2007, 01:40:53 PM »
The ONLY time I've taken out any Precursors was with the bugged meson guns when they were doing 10 damage a pop. Even then, I lost about 75% of the fleet (maybe 2/3 the size of yours).
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5656
  • Thanked: 366 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
(No subject)
« Reply #2 on: May 29, 2007, 01:57:25 PM »
To expand on my previous, sparse reply.

I expect the key to defeating Precursors is speed and damage. Lots of both. You'll need to do 5+ points minimum I think. You'll also need to force the range as Precursor ships have a fanaticsm about stay at 50k km range. Missiles seem to be nearly useless (unless it's just the ones I've been building). Lots of ECCM. Bastards are right hard to hit without some bonuses to do it.

I'm thinking that Precursors are not truly defeatable until late-mid game, due to my perceived requirements for weapons and engines needed.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Kurt (OP)

  • Gold Supporter
  • Vice Admiral
  • *****
  • Posts: 1765
  • Thanked: 3389 times
  • 2021 Supporter 2021 Supporter : Donate for 2021
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
(No subject)
« Reply #3 on: May 29, 2007, 02:40:09 PM »
Quote from: "Erik Luken"
To expand on my previous, sparse reply.

I expect the key to defeating Precursors is speed and damage. Lots of both. You'll need to do 5+ points minimum I think. You'll also need to force the range as Precursor ships have a fanaticsm about stay at 50k km range. Missiles seem to be nearly useless (unless it's just the ones I've been building). Lots of ECCM. Bastards are right hard to hit without some bonuses to do it.

I'm thinking that Precursors are not truly defeatable until late-mid game, due to my perceived requirements for weapons and engines needed.


Well, I do have one advantage, in that I know the enemy's top speed, 5,500 kps.  If I design ships with top speeds that are higher than that, then I should be able to force the range.  However, to get such speeds at my tech level, most of my ships are engines, as with my assault ships that are 6,000 tons with no armor and minimal shields.  

I had thought that a force of missile ships with speeds in the 5,500-6,000 kps range would be a good choice, as they could keep the range open, which would be very good as my missiles out range his torpedoes.  However, I wasn't scoring that many hits with my missiles, as you note, so my ships would have to carry a lot of missiles.  

The added twist is that the Western Alliance has another enemy, or at least potential enemy, named, appropriately enough, the Eastern Alliance.  If the WA designs ships specifically to defeat the precursor, it makes itself vulnerable to the EA.  At least part of the WA fleet has to be conventional combatants, to maintain the balance with the EA.  

I've been seriously considering building 20 or so assault ships.  With the latest 20 cm lasers, they'll do enough damage to overcome his armor at short ranges, and at 6,500 kps they are fast enough to close quickly.  They are hideously vulnerable, but then, even my biggest battlecruisers "Can't repel firepower of that magnitude!".  The precursor only fired on one ship at a time, even when it was overkill, so going in with a swarm takes advantage of that weakness.  

Kurt
« Last Edit: December 31, 1969, 06:00:00 PM by Kurt »
 

Offline Brian Neumann

  • Vice Admiral
  • **********
  • Posts: 1214
  • Thanked: 3 times
(No subject)
« Reply #4 on: May 29, 2007, 02:58:36 PM »
I have defeated precursors without having high tech.  The key is that they mantain their distance from the ship that they are targeting.  If that ship can survive their fire then the other ships will close while the target ship runs away.  After that the most effective weapon was the point defense mesons.  This works even without the bugged meson turrets.

Brian
« Last Edit: December 31, 1969, 06:00:00 PM by Brian »
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5656
  • Thanked: 366 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
(No subject)
« Reply #5 on: May 29, 2007, 02:59:59 PM »
I've tossed ships using 20cm lasers as PD, 25cm carronades and 10,000km/s missiles at Precursors. I can usually inflict some damage, but having a hell of a time to force the range. Even with 6500km/s speed, you need a large fleet to have any survive to range. Like you said, Player ships are eggshells to Precursors, and a design to take on them, won't fare well against another player race.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11667
  • Thanked: 20428 times
(No subject)
« Reply #6 on: May 30, 2007, 12:07:54 PM »
Here is a snippet from my previous campaign in which a fairly low tech fleet successfuly engaged a precursor ship. The missile cruisers were designed to have a large salvo size and the missiles were short-ranged but fairly fast with large warheads. The beam armed cruisers and destroyers were fast with good close range damage but the destroyers were not very well protected. I was also lucky in that the precursor continued to close when it should have pulled back sooner than it did (this wasn't because it was chasing a retreating ship and I still have no idea why that happened)

12th June 2025
A new Task Force, comprising the seven Victory II and Valhalla class cruisers and the twelve Valkyrie and Tribal class destroyers, breaks Earth orbit bound for the Swansea system. The four Ark Royals, the Illustrious and the Trafalgar class destroyer escorts remain behind to protect Earth while the River class patrol ships continue their convoy escort duties. All three Victory IIs finally have their full complement of the new AS-6 Heavy Anti-Ship Missiles while the other ships will rely on speed and close range laser firepower.

9th July 2025
The Task Force arrives in Swansea and immediately sets course for the companion star.

29th July 2025
Twenty days after entering Swansea, the Task Force detects a ship at eighty million kilometers, heading straight for them from the direction of the asteroid belt around Swansea-B. According to sensor readings, its speed, size and shield strength all match the ship that destroyed Admiral Rowley
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11667
  • Thanked: 20428 times
(No subject)
« Reply #7 on: May 30, 2007, 12:10:12 PM »
I think I will add some lower tech precursor ships in forthcoming versions that only appear during the early part of a campaign. My current campaign is being played with precursors disabled for the moment because I wanted to concentrate on the situation between the three human protaganists without precursor interference.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5656
  • Thanked: 366 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
(No subject)
« Reply #8 on: May 30, 2007, 12:59:47 PM »
Steve,

Can we see the design of these ships and missiles?
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11667
  • Thanked: 20428 times
(No subject)
« Reply #9 on: May 30, 2007, 01:39:44 PM »
Ship designs for the three main ship classes. I dont have the actual design for the missile any more as I have deleted this game but its stats are included in the missile cruiser design display.

Code: [Select]
Victory II class Missile Cruiser    10000 tons     1228 Crew     1852 BP      Signature 200-720
3600 km/s     Armour 1     Shields 22-300     Sensors 6/0/0/0     Damage Control 0-0
Magazine 1600    Replacement Parts 10    

De Havilland DE7 Ion Engine (12)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 123.4 billion km   (396 days at full power)
Gamma R300/14 Shields (11)   Total Fuel Cost  154 Litres per day

S4 Missile Launcher (15)    Missile Size 4    Rate of Fire 30
Missile Fire Control S03-120 (1)    Range: 1200k km
AS-1 Fast Anti-ship Missile (60)  Speed: 18,000 km/s   Endurance: 33 secs    Range: 594k km   Warhead: 3    Size: 4
PD-1 Point Defence Missile (80)  Speed: 24,000 km/s   Endurance: 25 secs    Range: 600k km   Warhead: 1    Size: 2
AS-6 Heavy Anti-Ship Missile (300)  Speed: 18,000 km/s   Endurance: 16 secs    Range: 288k km   Warhead: 5   Size: 4

High Resolution Thermal Sensor HRT2-6 (1)  Strength 6  Detect Signature 10: 0.6m km   Detect Signature 100: 6m km
ECCM-1 (1)    
Code: [Select]
Valhalla class Cruiser    10000 tons     1029 Crew     1453 BP      Signature 200-1260
6300 km/s     Armour 1     Shields 36-300     Sensors 6/0/0/0     Damage Control 0-0
Replacement Parts 10    

De Havilland DE7 Ion Engine (21)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 123.4 billion km   (226 days at full power)
Gamma R300/14 Shields (18)   Total Fuel Cost  252 Litres per day

15cm C3 Near Ultraviolet Laser (6)    Range 180,000km     TS: 6300 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Avro Integrated Fire Control System (1)    Max Range: 256,000 km   TS: 6400 km/s     96 92 88 85 81 77 73 69 65 62
Gas-Cooled Fast Reactor  (3)     Total Power Output 27    Armour 0    Exp 5%

High Resolution Thermal Sensor HRT2-6 (1)     Strength 6     Detect Signature 10: 0.6m km     Detect Signature 100: 6m km
Code: [Select]
Valkyrie class Destroyer    5800 tons     570 Crew     859 BP      Signature 116-720
6206 km/s     Armour 1     Shields 20-300     Sensors 1/0/0/0     Damage Control 0-0
Replacement Parts 5    

De Havilland DE7 Ion Engine (12)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 106.4 billion km   (198 days at full power)
Gamma R300/14 Shields (10)   Total Fuel Cost  140 Litres per day

15cm C3 Near Ultraviolet Laser (3)    Range 180,000km     TS: 6206 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Avro Integrated Fire Control System (1)    Max Range: 256,000 km   TS: 6400 km/s     96 92 88 85 81 77 73 69 65 62
Gas-Cooled Fast Reactor  (1)     Total Power Output 9    Armour 0    Exp 5%


Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Kurt (OP)

  • Gold Supporter
  • Vice Admiral
  • *****
  • Posts: 1765
  • Thanked: 3389 times
  • 2021 Supporter 2021 Supporter : Donate for 2021
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
(No subject)
« Reply #10 on: May 30, 2007, 04:29:23 PM »
Quote from: "Steve Walmsley"
Ship designs for the three main ship classes. I dont have the actual design for the missile any more as I have deleted this game but its stats are included in the missile cruiser design display.

Code: [Select]
Victory II class Missile Cruiser    10000 tons     1228 Crew     1852 BP      Signature 200-720
3600 km/s     Armour 1     Shields 22-300     Sensors 6/0/0/0     Damage Control 0-0
Magazine 1600    Replacement Parts 10    

De Havilland DE7 Ion Engine (12)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 123.4 billion km   (396 days at full power)
Gamma R300/14 Shields (11)   Total Fuel Cost  154 Litres per day

S4 Missile Launcher (15)    Missile Size 4    Rate of Fire 30
Missile Fire Control S03-120 (1)    Range: 1200k km
AS-1 Fast Anti-ship Missile (60)  Speed: 18,000 km/s   Endurance: 33 secs    Range: 594k km   Warhead: 3    Size: 4
PD-1 Point Defence Missile (80)  Speed: 24,000 km/s   Endurance: 25 secs    Range: 600k km   Warhead: 1    Size: 2
AS-6 Heavy Anti-Ship Missile (300)  Speed: 18,000 km/s   Endurance: 16 secs    Range: 288k km   Warhead: 5   Size: 4

High Resolution Thermal Sensor HRT2-6 (1)  Strength 6  Detect Signature 10: 0.6m km   Detect Signature 100: 6m km
ECCM-1 (1)    
Code: [Select]
Valhalla class Cruiser    10000 tons     1029 Crew     1453 BP      Signature 200-1260
6300 km/s     Armour 1     Shields 36-300     Sensors 6/0/0/0     Damage Control 0-0
Replacement Parts 10    

De Havilland DE7 Ion Engine (21)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 123.4 billion km   (226 days at full power)
Gamma R300/14 Shields (18)   Total Fuel Cost  252 Litres per day

15cm C3 Near Ultraviolet Laser (6)    Range 180,000km     TS: 6300 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Avro Integrated Fire Control System (1)    Max Range: 256,000 km   TS: 6400 km/s     96 92 88 85 81 77 73 69 65 62
Gas-Cooled Fast Reactor  (3)     Total Power Output 27    Armour 0    Exp 5%

High Resolution Thermal Sensor HRT2-6 (1)     Strength 6     Detect Signature 10: 0.6m km     Detect Signature 100: 6m km
Code: [Select]
Valkyrie class Destroyer    5800 tons     570 Crew     859 BP      Signature 116-720
6206 km/s     Armour 1     Shields 20-300     Sensors 1/0/0/0     Damage Control 0-0
Replacement Parts 5    

De Havilland DE7 Ion Engine (12)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 106.4 billion km   (198 days at full power)
Gamma R300/14 Shields (10)   Total Fuel Cost  140 Litres per day

15cm C3 Near Ultraviolet Laser (3)    Range 180,000km     TS: 6206 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Avro Integrated Fire Control System (1)    Max Range: 256,000 km   TS: 6400 km/s     96 92 88 85 81 77 73 69 65 62
Gas-Cooled Fast Reactor  (1)     Total Power Output 9    Armour 0    Exp 5%

Steve


It appears that the tech level of your ships above is substantially ahead of my current campaign.  I'm playing around with trying out a swarm attack of 20-30 very fast ships in the 6,000 ton range armed with 4-6 20 cm lasers with ten second recharge times.  

If I can squeeze enough engines into them to get them up to 7,000 kps, it might work.  I've redesigned my latest Ion engines to be less fuel effective and more powerful, to help with the speed.  The higher explosion chance shouldn't make too much of a difference in this kind of battle.  

Kurt
« Last Edit: December 31, 1969, 06:00:00 PM by Kurt »
 

Offline Kurt (OP)

  • Gold Supporter
  • Vice Admiral
  • *****
  • Posts: 1765
  • Thanked: 3389 times
  • 2021 Supporter 2021 Supporter : Donate for 2021
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
(No subject)
« Reply #11 on: June 02, 2007, 01:02:42 PM »
The Precursor is DEAD!

Long live the Western Alliance!

This was the ship that did it:
AS Hatchetman Mk 2 class Assault Ship    7800 tons     820 Crew     1024 BP      Signature 156-1071
6865 km/s     Armour 1     Shields 8-300     Sensors 4/0/0/0     Damage Control 0-0
Replacement Parts 5    

Ion Engine Mk 2 (17)    Power 63    Engine Efficiency 0.77    Armour 0    Exp 7%
Fuel Capacity 50,000 Litres    Range 36.0 billion km   (60 days at full power)
Beta R300/12 Shields (5)   Total Fuel Cost  60 Litres per day

20cm C3 Near Ultraviolet Laser (4)    Range 144,000km     TS: 6865 km/s     Power 10-3     RM 3    ROF 20        10 10 10 7 5 5 4 3 3 3
MB Fire Control Mk 3 (1)    Max Range: 144,000 km   TS: 4800 km/s     93 86 79 72 65 58 51 44 37 31
Pebble Bed Reactor Mk 1 (2)     Total Power Output 12    Armour 0    Exp 5%

Sm High Resolution Thermal Sensor Mk 2 (1)     Strength 4     Detect Signature 10: 0.4m km     Detect Signature 100: 4m km

Twenty nine of these attacked the precursor, along with the two missile BC's that survived the first try.  The precursor destroyed exactly one, and damaged another.  The first salvo from the Hatchetman's lasers was delivered at approximately 15,000 km's due to the precursor's ECM.  The first salvo knocked out the precursor's shields and heavily damaged it.  The second salvo wiped it out.

The swarm lives!

Kurt
« Last Edit: December 31, 1969, 06:00:00 PM by Kurt »
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11667
  • Thanked: 20428 times
(No subject)
« Reply #12 on: June 04, 2007, 10:48:44 AM »
Quote from: "Kurt"
The Precursor is DEAD!

Long live the Western Alliance!

There is something very satisfying about finally destroying a precursor that has given you some serious problems :)

I need to update the precursor AI and add some more variety, including lower tech ships in the early game, but I probably wont manage that for v1.7

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Kurt (OP)

  • Gold Supporter
  • Vice Admiral
  • *****
  • Posts: 1765
  • Thanked: 3389 times
  • 2021 Supporter 2021 Supporter : Donate for 2021
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
(No subject)
« Reply #13 on: June 08, 2007, 02:20:17 PM »
Quote from: "Steve Walmsley"
Quote from: "Kurt"
The Precursor is DEAD!

Long live the Western Alliance!
There is something very satisfying about finally destroying a precursor that has given you some serious problems :)

I need to update the precursor AI and add some more variety, including lower tech ships in the early game, but I probably wont manage that for v1.7

Steve


I could probably have gone in with half of the total that I finally took in (29) and still won.  Maybe.  

I did notice one thing that I exploited to kill the Precursor.  It appeared to only have one fire control system, as it targeted everything it had on the same ship every time it fired.  This weakness encouraged counter-attack by a swarm.  It is an acceptable weakness, if you catch my meaning, as many players make the same mistake, at least in Starfire.  

Still, it might be a good idea to make sure that all precursor ships don't have the same weakness.  While it isn't bad for them to have a weakness, the same weakness would get repetative.  This swarm attack would probably work against any precursor that has a single targeting system.  Had this precursor been able to target three or four ships at a time, I would have taken significantly worse damage, and if it was able to target more I might not have been able to win at all.  

Kurt
« Last Edit: December 31, 1969, 06:00:00 PM by Kurt »
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11667
  • Thanked: 20428 times
(No subject)
« Reply #14 on: June 09, 2007, 06:42:32 AM »
I will take a look at improving the precursor AI after I get v1.7 out. It definitely needs some adjustment after hearing the various player reports.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »