Tech tree phasesMarch 25 2004 at 8:10 AM
|Zed (no login)|
from IP address 220.127.116.11
Response to Thanks
I've found that, for me, the game has distinct phases as far as what weapons I usually use when. Of course, it all depends on what techs I have available and what techs/designs my opponents have available. Still, the overarching flavour of the game's combat system is an exercise in the effects of increased tactical speed on weapon selection. This change in tactics over time is one of the nice features of the game that contributes to its replayability.
In the very earliest portions of the game, I rarely build armed ships, and if I do, they are small fighters armed with whatever beam weapon I can fit, used purely for local defense since their strategic movement speed is quite slow. At this point in the game I want to avoid combat, and I especially want to avoid paying a lot of BCs in maintenance for ships I don't intend to use offensively. In the mid-game, missile boats start to come into their own, especially if you have Stinger missiles in your tree. Ships have enough strategic speed that it becomes practical to use them on offense, but tactically speaking are still not terribly fast, and beam weapons are still short-ranged; shoot-n-scoot guerilla tactics work quite well to deplete enemy fleets or missile bases without enough planetary shielding. Later in the game, ships start to get very fast; this combined with subspace teleporters, high energy focus, and the like, tend to make range relatively meaningless. Missile boats lose their primacy and take more of a supporting fire role, and gunships start coming to the forefront -- large or huge ships with heavy armour, appropriate specials, and lots of beam weapons. Of course specialty ground-attack ships like bombers (I tend to prefer small ships here) have their place at all stages, but like gunships, tend to take on more importance as speed increases and range becomes less of an obstacle.
- Thanks! :) - JMB on Mar 25, 9:00 AM