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Post by tenbsmith on Aug 10, 2015 8:36:24 GMT -5
dadacp, I noticed that too, but I don't know the answer. I've decided to use only one unit, because I'm guessing you don't get the bonuses for both unites, but I could well be wrong. The Trese Brothers are moving, so they won't be able to respond for a while, but maybe another forumite knows the answer.
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Post by tenbsmith on Aug 12, 2015 9:27:34 GMT -5
More questions:
1) Does order of attack in a given turn affect damage received? Are the first ships to invade in a turn more likely to take damage than ships invading later?
2) Under these conditions: i. You've just started the invasion of a Xeno system, so it's defense and radiation stats are unknown. ii. The first ship in the first turn successfully attacks with Scout --Do ships attacking later in that turn get the protective buff associated with known Xeno defense and radiation stats?
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Post by elwoodps on Aug 13, 2015 6:13:32 GMT -5
More questions: 1) Does order of attack in a given turn affect damage received? Are the first ships to invade in a turn more likely to take damage than ships invading later? 2) Under these conditions: i. You've just started the invasion of a Xeno system, so it's defense and radiation stats are unknown. ii. The first ship in the first turn successfully attacks with Scout --Do ships attacking later in that turn get the protective buff associated with known Xeno defense and radiation stats? 1) I'm not sure if there's a direct effect, but to me it appears that the ship that gets its attack order first, attacks first, the ship that gets its attack order second, attacks second, and so on. So once the pop of the world I'm attacking is beat down low enough that there's a chance that the purge can be completed in the current turn, I always make sure to send the undamaged ships first, followed by the least damaged ship, then the second least damaged ship, then the third, etc. That way, if for example the first five ships to attack complete the purge, the 3 most damaged ships don't even engage, and therefore suffer no additional damage.
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Post by tenbsmith on Mar 24, 2016 18:08:25 GMT -5
elwoodps, I'm deleting those posts. I'll be starting a new thread on the topic soon and hope you'll contribute to that.
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Post by elwoodps on Mar 24, 2016 21:05:57 GMT -5
elwoodps , I'm deleting those posts. I'll be starting a new thread on the topic soon and hope you'll contribute to that. Sure thing!
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Post by tenbsmith on Apr 7, 2016 13:48:43 GMT -5
Evasion does not contribute during Planetary Invasion (PI) as documented on this thread: startradersrpg.proboards.com/thread/13464I'm moving the discussion about PI ship design from the Question about Evasion and Pilot thread over here. elwoodps , any thoughts on a useful design experiment for PI Transports? I'm guessing that Durability and Shielding increase 'soak' and one/both might increase 'dodge'. Invasion and Sensors may contribute to accuracy, and Pilot to 'dodge'. I may try to focus on Sensors. Maybe attacking with low sensor ships one turn, then high sensor the next.... Any thoughts or alternate suggestions greatly appreciated. I'll keep elwoodps previoius advice in mind as I design ships for this experiment: --"The main take-away from my point allocation experiments, is that an Invasion Transport design which seriously slights any of" the following stats won't be a great performer: Ship Materials (Durability, Shielding, and Sensors) and Captain Skills (Pilot and Invasion). AND --"The thing that most impressed me was the big impact that a 5 point increase Durability (from 6 to 11) in seemed to have: The reduction in damage incurred more than offset any increase in Radiation damage that may have resulted from the 5 point reduction in Shielding (from 16 to 11)." startradersrpg.proboards.com/thread/13485/question-evasion-pilot
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Post by elwoodps on Apr 11, 2016 10:10:02 GMT -5
.... elwoodps , any thoughts on a useful design experiment for PI Transports? ...... I have some suggestions regarding methodology: As I stated in my last post, in most cases it's difficult if not impossible to be sure which particular Transport(s) are doing the damage to the planet in any given turn. So if you're trying to pin down which materials/skills contribute to accuracy, it's important that all the transports that attack a Xeno colony in the same turn, be of the exact same design. That way you know for sure which design is doing the damage. ...... Maybe attacking with low sensor ships one turn, then high sensor the next.... Successive attacks of the same type, turn after turn (e.g. Invade, Invade, Invade,... or Scout, Scout, Scout,...) become less effective and more costly (in terms of damage to the attacking Transports). And because different attack types produce different results even when attacking with the same Transports, doing for example Scout, Invade, Scout, Invade,.. , on alternating turns wouldn't be a very good test either, if you're switching between high and low sensor ships each turn. Instead I'd suggest for example attacking 4 turns in a row with the a 3-ship Test Squad of the low-sensor model, mixing Scout and Invade attacks between and/or within turns to keep the Xeno guessing. Then attack 4 turns in a row with a 3-ship Test Squad of the high-sensor model, using the same mix of attack types, and compare the results. To make this type of testing easier, more repeatable and less costly, you can setup a one world "Xeno Preserve" to conduct your invasion tests on. Pick a world to preserve the Xeno on during one of your campaigns, which is close enough to surrounding worlds that you'll purge and colonize that there will be at least 2 Green Squares and several Yellow squares adjacent to the Preserve. Groups of closely-spaced worlds like this are fairly common on The Garden map. The un-colonized White Dwarf in this screenshot would have made a good Xeno Preserve, if I hadn't purged it already: Note that there are 2 Green, and 4 Yellow squares adjacent to the star. So if you're attacking this world with a small Test Squad, 2 of the Transports can attack from Green squares (allowing them to repair and refuel while they attack) while the remainder attack from Yellow squares (refueling while they attack). When the population of the Xeno Preserve gets beat down to around 8, take a dozen turns or so off to let it recover, before you resume testing. You don't want to purge this world until after you've completed all testing. Another advantage of keeping a Xeno Preserve for long term term testing, is once that species is reduced to a single world, it stops leveling up. So you can conduct tests against the same species at the same level indefinitely, keeping your test results comparable, rather than testing your later designs against higher-level Xenos as they level up with the passage of time. The Xeno Preserve also can be useful for building up the XP of your new Fighters and Torpedo ships: Once the rest of that species' worlds have been purged, the Preserve will spawn a new Mass Driver or Missile Ship every turn, like clockwork. Sorry for taking so long to reply.
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Post by tenbsmith on Apr 11, 2016 11:34:10 GMT -5
elwoodps, Your plan is diabolically efficient (sounds like magically delicious). I will try it with my current game, the limitations being hee game is on Easy and the Xeno are confined to 3 systems, keeping them lower level (Level 11 Xeoblits). Draft Experimental Design--Comments Welcome. Both designs will have: Level 3, Reactor 9, Heavy Drop Pods (+2 Attack, +5 Defense), Deflector Barriers II (Armor 6), Heavy Assault Brigade (+12 Damage, 7% Critical, +7 Invaasion), Planetary Invasion I & II Captain: Pilot 2, Repair 4, Invasion 5 --The Basher will have Ship: Durability 9, Shielding 8, Sensor 9 --The Dodger will have Ship: Durability 14, Shielding 8, Sensor 4 I'm wondering, should I... --...use less advanced Weapons and/or Upgrades? These upgrades give a lot of bonuses and may obscure results. --... up Pilot and lower Invasion a bit? --... have more balance in the Dodger design, leading to less balance in the Basher design?
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Post by elwoodps on Apr 11, 2016 14:50:41 GMT -5
I'm wondering, should I... --...use less advanced Weapons and/or Upgrades? These upgrades give a lot of bonuses and may obscure results. Since you'll be going against very low level Xenos, too much Armor or Weapon may overpower the Xeno, making it hard to see the difference between point allocations. I'd suggest a stripped-down model so you can build them fast and cheap. If you've unlocked Heavy Transports, use Low Orbit Drop Pods, no Armor, and Heavy Reactor 6. If not, Low Orbit Drop Pods, no Armor, and Reactor 14. Both with whichever Troop Upgrade you prefer, and on the highest design level hull you've unlocked (so you have as many Material/Skills points to play with as possible) and Reactor enough to carry the weight. And since Trainings add nothing to the build or maintenance cost, give them both PI 1 training, and either PI 2 or 3 training, so you can try both with the same ship. ..... --... up Pilot and lower Invasion a bit? ... I think 3 Pilot and 4 Invasion would perform better. .... --... have more balance in the Dodger design, leading to less balance in the Basher design? Try your Dodger design as planned, and if that doesn't work well try a variation with Durability 11, Shielding 11, and Sensor 4.
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acecow
Curator
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Posts: 65
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Post by acecow on Jul 28, 2016 13:36:12 GMT -5
So...can someone TL;DR this? Sensors, Pilot, Invasion, (and Shielding??) for attack rolls. Durability, Shielding, and Armor for defense rolls. Is this correct? Which ones are better if anyone's been able to figure that out? I know one post on the first page stated that Armor seemed to do better at reducing damage, but having a much higher HP was better because you could get more out of one ship. Then again, is this only for late-game or does that work during early-mid game as well? It depends a lot on how often these PI ships are entering combat. You can skimp on Pilot and Stealth, focus on Sensor, Invasion skill, Repair, higher hull points, etc. Upgrades that improve your attack are also a big advantage for PI. Edit: Here's something new from Cory.
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