Post by contributor on Apr 19, 2016 8:38:08 GMT -5
Were there some changes to bombard and the ability to reduce planet quality? In my current game I can't seem to get my ships to reduce planet quality with Bombard, or at least it's very rare. I just circled a quality 4 xeno planet for 4 turns with my newest Space Invaders and Bombarded every turn. I reduced the quality to 2 and population to 10 before my ships started blowing up. Maybe I'm doing something wrong in the design?
.... I just circled a pop 4 xeno planet for 4 turns with my newest Space Invaders and Bombarded every turn. I reduced the quality to 2 and population to 10 before my ships started blowing up. Maybe I'm doing something wrong in the design?
If your design is old enough, that's a big part of the answer. What constitutes good Invasion Transport design changed radically starting with v126.96.36.199 The other thing that's likely hurting you is bombarding repeatedly. Successive attacks of the same type, turn after turn (e.g. Bombard, Bombard, Bombard,...) become less effective and more costly in terms of damage to the attacking Transports. You become predictable, so the Xeno can focus their defenses where you're going to strike.
Post by contributor on Apr 19, 2016 16:51:50 GMT -5
Thanks elwoodps, I guess the strange thing to me is that the same ships can spam invade and clear out a colony of twenty xeno in 2-3 turns, but if I want to nuke the whole planet from orbit that's going to take way longer and I'm going lose ships just to get rid of 4 quality. Really Bombard should be much safer and easier than invading because you're raining ordinance out of the sky, but invasion would seemingly take a little more care and commitment of those heavy mechanized brigades onboard.
As I recall, bombarding was intentionally nerfed in version 2.3.1, with the idea that it should be difficult to reduce a system's quality to 0. Some players were creating 0-quality buffer zones around their empires, and the designers felt that was inappropriate.
Post by contributor on Apr 20, 2016 12:21:02 GMT -5
Hmmm, I guess that it is good to eliminate exploits, but it seems like that one comes at a serious cost to the simulated realism of the game. With the current dynamics I'll almost never create dead planets because it is so much more difficult and costly than invading. Playing the Garden map that's a major hassle because I don't really want to colonize the remaining 70-some planets. In STRPG dead planets play an important role in the lore and dynamics of the game. Too bad.
I dont see it as an exploit though, its a strategical decision. Maybe less so because we aren't really resource starved, and its just about denying the enemy some planets...but its still a legitimate strategy.