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Post by Brutus Aurelius on Dec 1, 2014 17:51:38 GMT -5
I understand how suicide ships are a viable tactic, and how deaths are inevitable in the war with the Xeno, but I am morally opposed to it. Our job as Templar Command is to protect the Star Traders, not willingly sending them to certain doom. Don't use bridges or teams in the design, and you have built an automated drone that you send on the mission. No people need be on board at all. THere is always a Crew. Shalun Law (Verse II) forbids automated processes that don't include human oversight. The distances in Star Traders are too vast for any human signalling system to be effective in exo-solar environments like Deep Space.
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Post by Deleted on Dec 1, 2014 20:14:29 GMT -5
Don't use bridges or teams in the design, and you have built an automated drone that you send on the mission. No people need be on board at all. THere is always a Crew. Shalun Law (Verse II) forbids automated processes that don't include human oversight. The distances in Star Traders are too vast for any human signalling system to be effective in exo-solar environments like Deep Space. He's right. And assuming the mass is measured in tons, I'd say there are hundreds of crew at least, maybe even thousands on the heavy transports and heavy carriers.
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vylox
Consul
Colonial Minister of Clan Javat.
Posts: 89
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Post by vylox on Dec 2, 2014 12:06:32 GMT -5
1) Who said anything about aggressive action against the Xeno? I send a "scanning scout" type of ship. It doesn't even fire shots, and tends to circle outside of target range so to speak. There is a risk, and the captain and crew are trained to avoid combat and save themselves as best as possible.
2) While Imperialistic methods can be construed in differing ways, the military portion of these types of empires always know that death is coming, they are also taught to save lives, especially those that share duties with them, and to protect all nonmilitary members.
3) Not all Xeno are extremely aggressive, and there are often times when they will ignore a single ship, or not even chase it if it appears to be a non-aggressive or of a design that does not directly promote conflict.
4) Ships that have lots of points invested into sensor, evasion and Captains with high stealth tend to not even be noticed when outside of 3 tiles from most Xeno ships, and 5 tiles away from a Xeno colony.
These points should explain why it is a quantifiable risk in sending scout ships to ....oh yes SCOUT. Scouts tend to be reluctant to engage in battles or fights. No suicide involved. The worst scouts are those that are caught. If you are sending you "scouts" into combat with Xeno vessels, you are missing the point of a scout. Yes the potential to die is there, we are not actually sending them to their deaths.
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Post by khamya9 on Dec 2, 2014 13:55:19 GMT -5
Don't use bridges or teams in the design, and you have built an automated drone that you send on the mission. No people need be on board at all. THere is always a Crew. Shalun Law (Verse II) forbids automated processes that don't include human oversight. The distances in Star Traders are too vast for any human signalling system to be effective in exo-solar environments like Deep Space. Hmm, then put some defenses on the ship and do high risk flybys. You'll get plenty of info and pull the xenos where you want, but you can usually run away if you try.
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Post by Deleted on Dec 3, 2014 0:34:32 GMT -5
1) Who said anything about aggressive action against the Xeno? I send a "scanning scout" type of ship. It doesn't even fire shots, and tends to circle outside of target range so to speak. There is a risk, and the captain and crew are trained to avoid combat and save themselves as best as possible. 2) While Imperialistic methods can be construed in differing ways, the military portion of these types of empires always know that death is coming, they are also taught to save lives, especially those that share duties with them, and to protect all nonmilitary members. 3) Not all Xeno are extremely aggressive, and there are often times when they will ignore a single ship, or not even chase it if it appears to be a non-aggressive or of a design that does not directly promote conflict. 4) Ships that have lots of points invested into sensor, evasion and Captains with high stealth tend to not even be noticed when outside of 3 tiles from most Xeno ships, and 5 tiles away from a Xeno colony. These points should explain why it is a quantifiable risk in sending scout ships to ....oh yes SCOUT. Scouts tend to be reluctant to engage in battles or fights. No suicide involved. The worst scouts are those that are caught. If you are sending you "scouts" into combat with Xeno vessels, you are missing the point of a scout. Yes the potential to die is there, we are not actually sending them to their deaths. The entire discussion started from the idea of sending ships to attack and disable enemy forces on enemy territory, called "suicide ships". You do make a good point about scout ships, but that is not what was being discussed. Regardless, I do understand some of your arguments. Do you think you could elaborate a bit more on the necessity of using scout ships, as opposed to just having all ships utilized for patrolling colonies or escorting military transports? Is monitoring enemy activity up close that important?
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Post by starlord61 on Apr 7, 2017 22:27:31 GMT -5
I use single fighters to dive into xeno territory when one of my worlds is under heavy constant attack. This causes the xenos to pull back most of the ships and their attack ends. They chase my fighter while I build and repair. :-)
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Post by Cory Trese on Apr 8, 2017 9:07:21 GMT -5
I'm still working on trying to make them smart enough to fall for that trick less. It works even better if the ship you rush in is really strong.
It has to do with the Xeno AI's perception of the world via a heat map. I'm still, years later, trying to improve the rendering of the map, which is really where all of these bad tactical choices start.
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Post by starlord61 on Apr 8, 2017 19:26:49 GMT -5
I'm still working on trying to make them smart enough to fall for that trick less. It works even better if the ship you rush in is really strong. It has to do with the Xeno AI's perception of the world via a heat map. I'm still, years later, trying to improve the rendering of the map, which is really where all of these bad tactical choices start. I just want to say I'm enjoying the game immensely. My gf is almost a ST4X widow! Lol.
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Post by fallen on Apr 8, 2017 22:03:49 GMT -5
starlord61 - great to hear! Hope you'll leave a review and share with a few friends
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