I love early game in most 4Xs, and ST 4X is no different. So, for me, a true fist-pump moment is when I just produce my first custom built defensive vessel. Why? Well, I always try to balance expansion with military but my military is low priority in the early game. Usually I end up getting caught a little flat footed if I push too far into xeno territory and have to rush to get something a little more capable than my templar cruisers on the lines. Holding the xeno back for the 10+ turns I need to produce and move some screen fighters into position can get hairy and more than one colony has been permanently scarred due to this.
We humans are resilient, though, and that scarred colony serves as a reminder on why we fight!
Post by Brutus Aurelius on May 3, 2015 6:33:45 GMT -5
Fist pump moments for me include:
-Unlocking and constructing my first Battle Cruiser -Getting a Colony to 20+ CP -Getting a Colony to 20+ TP -Getting 3 Alliances -Unlocking the +1 MP Ship Upgrade -Unlocking Tibera HK Torps -Unlocking the Heavy Dragon Railgun
To build on my previous post about producing defensive vessels. After getting my empire's defensive lines established I'd say a huge fist pump moment is when I get my first advanced vessel out. This is almost always an advanced fighter with good defensive and offensive systems. Sure, fighters are light vessels but they can hit like a bag of hammers when built properly.
In my current brutal game I was holding my line with the cheapest cookie cutter fighters I could mass produce. They were basically just customized strike fighters. However, after stabilizing my lines, I produced an advanced fighter, the Hornet class, equipped with a GC Cannon II and Blackrock system as well as enhanced duranium cladding. Once that Hornet hit the front lines the xeno just melted under her barrage. Such a fist pump moment!
Post by Brutus Aurelius on May 28, 2015 11:23:58 GMT -5
Another one is from late Alpha Phase 3.
I had a very active front against the Xeno, where there was near constant warfare. At the time, I normally would demolish old ships to make room for new ones.
However this front was pressed too much to do that. So I kept the capital ships and demolished fighters as their replacement ships came in. I figured the old capital ships would be good escorts and fire support, so I kept them.
By year 15, the Wrath of Shalun Cruiser had 100 XP
Post by eternalheathen on May 31, 2015 16:36:27 GMT -5
The garden, hard, 6 xenos, and I had the 17 or so planets from the starting point out. Year 8 or so, the xenos had been steadily taking turns assaulting my farthest systems on either end of the southern front. Two defensive squads(2 (2)ap (4)mp fighters with a whirlwind mk2 and nothing else, 1 fighter fully tricked out, and a boarder) were stationed on either side of my southern flank where the xenos were concentrating, one defensive squad in the north, and a few older ships stationed here and there as quick reaction support.
I was sitting pretty, not a care in the universe but to work my way up the tech tree for some amazing invasion ships. Then it happened, a solar war. Out of nowhere, I go from 3k+ income to -1k, and I guess the xenos can smell profit hemorrhaging, because they all came at once. My southern squads were facing multiple xeno fleets from several angles, while my qrf ships, instead of reinforcing the southern squads, converged on the defenseless center of my south front to face two fleets. The north squad tasted battle for the first time, against multiple fleets from xenos showing their faces for the first time.
It was a glorious battle, as I scrambled to bring out repair ships, fresh fighters, and even two railgun platforms. the solar war only lasted 2 or 3 turns before it fizzled, and my treasury was on decent shape, so the only hurdle was making the right tactical decisions until the tide could be turned. World killers tried to sneak in everywhere, and 4 came at once to the southeast, but not one made planetside. My glorious navy was sorely tested, but not found wanting.
An unknown number of turns passed as my adrenaline soared, eyes glued to the screen of my tiny phone. I have a standing order that any fighter who passes 25 kills be given a unique name, and before this onslaught only one had earned such honor. As the war began to dwindle, almost half my fighters had earned their name. Turns passed, and the xeno advance disappeared. Triage, reorganization, and preparation began as my forces regrouped. Named fighters were stationed deeper in my holdings, a the xenos had given me a taste of their cleverness. Fresh fighters went to the front lines. The last push came from the east, a small fleet escort and a world killer, soaring through the asteroid field in a dastardly attempt to assault my prime worlds. Alas for them, veteran fighters, "fire of the void", "deadpool", and "threshold" removed them on a most permanent fashion.
The 25 Kills rule is freaking awesome! I'm doing that from now on =)
Yes, trendsetting! The other part of that rule is that I never mothball them once they're named. I've found they can still be effective even late game on rearguard actions, and they've earned it. When the xenos are gone I'm gonna have a fleet of battlestar galactica style museums.
Post by eternalheathen on Jun 24, 2015 18:07:37 GMT -5
Fist smash moment... that feeling when you haven't played for a few days, forget that you were in a "refill the treasury" phase, start to move your ships into position for invasion, spend too much money on system upgrades, realize you have less than 10k left, and out pops the spy battle. Negative income for two turns, negative treasury for one. Fist pump moment? You kill the spy battle and your carefully crafted economy pops you back into the positive next turn. Priceless.