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Post by drspendlove on Mar 24, 2019 7:30:15 GMT -5
The starting invasion (troop transport) ship is pretty weak. Upgrading to stronger invading ships makes a big difference in this game. What are your favorite early-game, mid-game, and late-game invasion ships?
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Post by pendell on Apr 12, 2019 12:32:56 GMT -5
I didn't know anyone used the ships save as examples upon which to base our own templates. It's been awhile, but I looked up my response in this thread Since then, I think I've taken the colony module off so that an invasion task force will always be accompanied by a colony ship whose job is to convert the newly captured world into a refueling stop. I maximized as much armor and shielding as possible, minimized weapons save the invasion pods, which were as powerful as I could afford. Respectfully, Brian P.
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g
Curator
Posts: 34
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Post by g on Aug 5, 2020 7:39:41 GMT -5
Could anyone post a good invasion / bombardment stat? I don't know how to view complex stats of pre-made ships. I experimented some, put everything in bombing / invade modules (hardware as well as training) but still... if I destroy enemy ships in 2-3 turns, a Xenobolit planet with population of 20 just refused to die...
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Post by pendell on Aug 6, 2020 7:41:44 GMT -5
My GUADALCANAL class has the following attributes: Transport/Tech level 3 Reactor 9 Durability: 12 Shielding : 3 Evasion: 3 Sensor: 2 Gun Decks : 6 Pilot Training: Guns 1 Pilot 1 Torpedo Attack 0 Stealth 1 Repair 5 Invasion 3 Weapon: Heavy Drop Pod Armor: Duranium Composite Cladding (8 armor) Upgrade: Heavy Assault Brigade. Note: I do NOT include a colony module; this is purely an attack ship. Training: Planetary Invasion 2, Planetary Invasion 1, Sector Scan 2. Cost: 91CP, $739. Maintenance: $127 / turn. I do not deploy these ships by themselves; Xeno aren't that easy to kill and they regenerate 1 population point every turn. So instead, I deploy these in a group of 8. We totally surround the enemy star system and every transport performs scout/invade together. I can typically conquer a xeno world in 5 turns using this strategy; one wave of scout followed by every wave after of invade unless I the defense of the alien becomes " ?", at which point I scout again. Because I am deploying an 8-ship, I do not mount a colony module on these ships; they won't be using it, and it is wasteful both in terms of maintenance cost and mass. Instead I have a following ordinary colony ship whose orders are to colonize a newly purged xeno world. The important thing about invasion is that the damage you take from the planet is NOT mitigated by evasion or stealth. Consequently, you need as many points in durability as you can afford; not only does it give your ship more hit points but it has greater 'soak', meaning a certain degree of damage won't even be applied because your ships are that tough. Armor helps soak as well. That's another reason I don't mount a colony module; I prefer to use the mass allowance to put the heaviest armour on the ship I can. You need high points in durability, invasion, and repair. Repair is important because after the battle is over you need to really repair your ships to top form again before the next battle, and low repair stat will make this take 20 or more turns. Some players simply demolish their invasion ships and replace them with new ones to avoid this wait; I do not. Obviously, if you're deploying 8 invasion ships plus a colony ship plus their space superiority escorts (since they cannot defend themselves from space while conducting invasion) means you need an economy which can generate AT LEAST 2,000 credits per turn. I prefer to not perform an invasion until my economy is able to produce a surplus of 1,000 credits per turn even after my armada is fully built. Remember also that in enemy space your ships cost more in maintenance than they do in orbit around your colonies. One of the reason I colonize every planet I capture, no matter how poor they are; even a quality 1 independent planet is a more useful staging/repair/resupply point than a dead world. That's how I do this. I hope it is helpful! Respectfully, Brian P.
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Post by brentaur on Aug 6, 2020 13:16:39 GMT -5
This is my light/economical invasion ship for the late game.
Transport/lvl. 10 tech Reactor 17 Dur. 11 Shield 7 Evade 2 Sensor 7 Refuel 6 Guns/Torps 0
Guns 0 Pilot 4 Torp/stealth 0 Repair 4 Warrior 0 Invasion 8
Heavy drop pods Active deflectors 2 (16 armor) Hvy. Assault Brigade Planetary invasion 3 AND 1
Not super cheap but also not terrible at $1151 and $189/turn maintenance, and 319 hull and 256 fuel allow it to fight for a while (with a refuel or 2) before needing to break for repairs. Repair and invade could be higher, but you'd have to sacrifice piloting, which is important for invasion attacks. Also, at least on impossible difficulty, these only damage planet quality once in a while even when using the invasion 3 attack, if you like to colonize your conquests.
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Post by brentaur on Aug 6, 2020 13:40:16 GMT -5
My heavy invasion ship for late game.
Heavy Transport/tech lvl. 10 Hvy. Reactor 15
Dur. 11 Shield 7 Evade 2 Sensor 8 Refuel 5
Pilot 4 Repair 4 Invasion 8
Angelic drop shuttle Reinforced Kallaxian Cladding (25 armor) hvy assault brigade Planetary invasion 3 and 1
$2218 / $326/turn maint. Hull 380 / fuel 220
Expensive and needs refueling more often, but doesn't take a ton of damage, so it can keep fighting for s long time (it can take down like 3 ir 4 xeno worlds before it needs to stop for repairs, depending on how you run your invasions).
It hits HARD, and WILL damage planetary quality with pretty much every successful invasion 3 attack. This can be great or bad depending on your play style, but you can take down xeno worlds very fast with 8 of these things.
For either design you can adjust values for things like durabilty and repair a little, but I strongly recommend following Cory's advice that Sensors, Invasion, Pilot, and Shielding are used in Invasion attacks, and Durability, Shielding, and Armor are used to defend against taking damage from the xeno colonies. I don't know the math or understand why it's that way, but my very unscientific testing seems to confirm that those values help a lot. Remember that values below 3 in ST4x incur penalties, so I wouldn't go lower than that on any of the values mentioned.
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