VGAP4 Combat Tips     
By Paul Honigmann             Return to main page  

Image courtesy of Starship Gallery, http://www6.50megs.com/sshipgallery/

Contents (New bits are normally in red, but the page has been completely rewritten - assume it's all red.)

Related useful stuff elsewhere:


Basic advice. Some of these things may seem obvious, but arise from genuine questions on the newsgroup.

The best way to learn about the mechanics of combat is to do some simulations. For this, I recommend the Diplomat utility. (Yeah, I wrote it, but it's the only dedicated simulator around so far.) It doesn't cost anything, though I encourage heavy users to make a donation to charity. You can also use ScriptZ0r for simulations, but it's more of a universe-creation tool, so isn't optimised for combat sims.

With simulations, you can fairly quickly get a grasp of the usefulness of different weapon types, attack options, and hulls. Diplomat is top heavy with mouse-over pop-up explanations and context-sensitive tips to help users figure out what the buttons do.

The first thing you'll notice is that effective weapons and hulls cost more money! If you enjoy the challenge of fine-tuning the ships you can afford to be most effective, you are probably going to enjoy the game of VGAP4.

  • You can use this document's tips as a starting point, but every battle is different. You can run simulations to improve these tactics using Diplomat  or Scriptzor
  • Each race has a different armoury at its disposal. Typically this might comprise 8 ships (most unique to this race), 3 unique types of fighter, and 3 unique types of "Mech" or Ground Unit (ie tanks, armoured personnel carriers etc). In addition each race can train troops and heroes ("High Guard") to fight. Ship designs can be traded or stolen by other races, but fighters and mechs can't be.
  • It is a good idea to take measures to prevent your best ship designs being stolen as these are your "ultimate weapons". In brief, this boils down to (1) put High Guards on your ships and (2) don't trade plans with unreliable allies.
  • Some races have unique powers which give them extra ways of fighting. For example, Aczanny can use Assault pods set to Board as guided missiles ("bomb pods") in combat. This is to compensate for weaknesses in other areas.
  • Every race has weaknesses.
  • The winners of most games are usually the best co-operators. Co-operation fills in the gaps in your race. Allies are vital, but that's beyond the scope of this article.
  • In the end, you win a game by eliminating the opposition's population. This means sweeping through their defending ships, Wings and minefields in order to destroy their high-population bases.
  • In each turn, objects are moving around. In VGAP3, if 2 enemy objects finished a turn at the same place, they would fight. In VGAP4, movement is split into 200 movement phases. If enemy objects come within combat range (5LY) at any time during the last 150 movement phases, fights will occur. So a ship can be in several fights in one turn. Tim explained this in more detail, see the base combat section below if interested.
  • After each turn, ships use stored Repair Units to repair their hulls, engines etc. If they run out of repair units in enemy territory, that's too bad. Damage to engines reduces speed proportionately. Hyperdrives must be completely repaired to work. There are limits to how fast bits and pieces can be repaired. Martin Lorenz wrote this web page showing how fast different races can repair stuff. Feds get a "Scotty Bonus" if they have High Guard on a ship, which allows them to do instant repairs (even during a battle!). Everyone else should basically count on needing a couple of turns to repair heavy damage, and needing to regularly resupply front line ships with Repair Units (and Ordnance, too).
  • Dull VCR's: Quite often, you will see "messages from Host" in your turn about "Minor Ship Conflicts". These are fights where there is no VCR (animated recording) to view, Blood!because no ships were damaged. It was found, during Beta testing, that sometimes people had enormous numbers of pointless fights to look at - for example a ship raiding in enemy space might destroy 3 enemy pods, a defenseless freighter, an undefended 1-man enemy base and only have 1 real fight, but you'd get 6 VCR's and have to view them all to figure out that 5 were not worth looking at. So Tim instituted the "no ship damage = no VCR" rule. This is fine 4 out of 5 times, but occasionally confusing. Have you spotted the loophole? If fights occur where no ship is damaged there's no VCR, only a quiet side message amongst several others in your turn. So for example, if one of your Wings is killed by an enemy ship, you won't see a VCR. I lost a major base the other day to an enemy ship, but there was no VCR. However, believe me, overlooking the occasional message is far more playable than ploughing through a 2MB RST file with 40 spurious VCR's! As long as you know why this is going on, it's not a big problem.

  • Single ship versus ship combat

    One-on-one ship fights are the most common form of combat.

    Gore!Some general points to note:

  • Some weapons use Ordnance too quickly (like, 30 per shot) to be sensibly mounted on some low-capacity hulls (with, say, 600 ord capacity).
  • Some attack options aren't terribly effective. Once the shooting starts, ships tend to fire at the nearest target, and try to back away from things which hurt them.
  • The Strike Through command is slightly confusingly named, to me. It's described in the official Help files as "Travel through the battle area as quickly as possible. Take one shot at enemy targets and run". But it's actually used to keep ships away from enemies until they're ready to fire. This is very important, because a big problem with ships is that often, they get blown up while their weapons recharge, because they hang around near the enemy ships even while they're not shooting themselves. This suicidal behaviour of your captains is very frustrating. (Thanks to Jon Nunn and Sergey Ivanov for that clarification.)
  • Combat proceeds in short phases or "ticks". The Host.exe program, when it calculates how a combat occurs, records in the VCR file that "ship 2 fired a photon torpedo on tick 142", etc, and this is shown visually in the VCR. One tick is sort of one second, but it varies with the speed of your PC.
  • No combat occurs for the first 50 ticks of a fight. This means ships tend to disperse a bit.
  • The attack option "Second Wave" means that this ship will appear about 310 seconds (ticks) after the combat starts. Oddly, all ships in a fight can start on wave 2.
  • Be sure to have enough power generated to run your weapons at their full fire rate. Power comes from Engines and, if you need some more, optional Generators. Not all ships have space for generators.
  • Ships have "Power banks" as well as generators. These are passive accumulators / capacitors which charge off the excess capacity of the ship's engines and generators (because weapons can only charge at a certain rate, an obscure characteristic linked to the rather important characteristic, their rate of fire). Ships enter combat with their power banks fully charged.
  • At ticks 141 and 310 and, if the battle's still going on, 4000 the powerbank energy gets dumped into the ship's weapons. Before that the ships are just using Generator / Engine power. If you've got big power banks on a ship, then use bigger generators than you think you need, and you could get two free volleys in a battle.
  • Sometimes ships are attacked and do not shoot back. If this happens, it is usually because... the pacifist ships had the command "do not attack" set. They are simply following orders! (You usually tell ships not to attack, when you are trying to capture something, or cloaked, and don't want to start a fight.)
  • A ship's Weapon Fire Modifiers are normally around 100%, meaning they take normal damage. But some ships are unexpectedly tough. For example, Lizard ships have a 50% hull damage modifier, meaning each shot which would normally do 10 points of damage to them only does 5. There are also modifiers for engine damage, etc but hull and armour damage are the important ones when killing ships. Values above 100% cause ship components to be broken much faster than normal. Soft spots are different, the more soft spots the weaker a ship is. A 5% Soft Spot means a 5% chance of a critical hit. ( -Mike King.)
  • Great Western Weapon charging and firing order

  • Does more than one large weapon fire in a given tick?
  • In a ship with a power deficiency, does each weapon grab its complete power drain or is the power divided among all weapons?

    Point defense weapons charge first from slots 1 to 10 in that order.
    ...If any power is left overChups!
    Small weapons 1 to 30 charge up
    ...If any power is left over
    Large weapons 1 to 20 charge up
    ...If any power is left over
    The Super Weapon is charged.

    No weapon can take more than its rated charge rate, unless there is a power dump taking place from the power bank to the weapons, then there is no limit, other than the size of the power bank and how much power the weapon can hold.

    Weapons can charge at a rate less than their rated charge rate.

    The order that you place weapons on a ship DOES matter. . .
  • Attack Bonuses

    If a ship's chance to hit is >100% (because its hull has an attack bonus, or because of Exotic Tech), the excess above 100% is knocked off the defender's chances of intercepting incoming fire.

    The purpose of this is to make it feasible to design races like Stormers, whose hulls have high attack bonuses to compensate for insignificant shields, armour, eveasive bonus or sufficient PD weapons to survive incoming fire in a fight against ships of similar tech levels from other races. This leads to a different style of play for these races - they build lots of cheap ships and expect to lose most of them, but they attack like a pack of rabid dogs. Example:

    The overall effect of this is that some weapons, like Photon Torpedoes, are (only) useful on ships with very high attack bonuses (like Deth Speculas), which can use standoff range = 900 and blast their enemies from relative safety. Some other weapons can be raised from complete duds to useful-in-special-circumstances types, on hulls with good attack bonuses.

    Q. [Jon Nunn]: Can Deth Speculas be used in conjuction with Vickies where the Point Defense Systems waste all their time firing and missing at Deth Specula weapons or are they smart enough to just fire at the Vickie's weapons? Carnage!
    A. [Tim Wisseman]: Yes, the point defense systems will waste some shots on the incoming Speculas' fire, even though they will miss every time.

    Q. Does the +100% attack bonus thing help Small Weapons?
    A. Any attack bonus causes them to hit better.
    . . . does it help them overcome a target's Evasive Bonuses?
    Yes. - Tim

    I think the defending ship's attack bonus is added to the PD weapon's odds too - but only against fighters. (I ought to check that out one day.)

    Exotic tech can increase the attack bonus of all your ships (but not fighters), making low accuracy weapons more useful.


    David Ouimet posted the following, more detailed analysis in 2003. I don't know where he got this information, but he's usually right:

    Couple things. Everyone seems to be assuming that Evasion and Attack are directly applied to combat. They are not, it's actually a formula based around a value of 60.  60 attack and 60 defence will yield better returns than a 120 defence, as the higher your value the lower the effective return. Also note that Range plays a key factor in your to hit values, at long range you will have less than half the chance to hit.  Tie into this there are a couple min's and max's, to the formula. There is a minum chance to hit and a max, 1% and 95%.

    From memory so this may be off slightly.
    Take your Weapons Base Attack Value
    Multiply by
    Attack Bonsus/Evasion come into play like (150-Evasion+attack)/100.  Minumum .2
    Then Multitply by the Range Factor
    Something like ((Max Range - Range)/Max Range ) * .3 +.7 with a min of .1 at max range.

    This will give you your odds of hitting the target
    So a weapon with a Base 50 attack on a ship with 50 Attack Bonus Against a ship with 50 Defence, at half of max range would look like..
    50* ((150-50+50)/100) * ((100-50/100)*.3+.7)or
    50* 1.5 * .85
    63.75% chance to hit the target

    Weapon choices

    The first thing to do is print out Sandy Schoen's tables to compare weapon types with each other. In my opinion, they are essential reading for any serious player. It will quickly strike you that there are some deliberate duds amongst the stars.

    In addition, the special combat powers of various hulls, weapons, and races are summarised on Tim's site at http://www.vgaplanets.com/v4verse/weapons.htm . This is useful but not vital reading; Diplomat advises you about weapons' special powers when you select a weapon.

    My favourite Large Weapons in mid game tend to be "good all rounders" like a Blaster Cannon, perhaps combined with some Disruptor Cannon. As my techs increase I upgrade to Pulsed Phasor Cannon. In late game I can afford a few Large Turbo Laser Arrays. I always mount a Sandcaster on some ships in a fleet in case I run into fighters. On ships with high attack bonuses, I tend to mount Photon Torpedoes and use a long standoff range so enemy ships can't fire back (I'm out of range). (Photon Torpedoes are very long range, but they are too inaccurate to use on most ships. An attack bonus of 50% or so makes them worth using.) My favourite Small Weapons are Pulsed Lasers.

    Important factors to consider:

    Range. You might be able to tell your ship to stand off at extreme range At the maximum range the weapon is 40% less accurate than at what it would be at point blank, but you might manage to keep out of range of the enemy's shorter range weapons if your ship is more maneuverable ( ie, hull speed is high).

    Blast power. Since Host 181 (Dec 2004), the "knockback effect" of Large Weapons is related to their Blast rating.  Large weapons (but not small ones) push their target away a bit when they it; ships have inertia, they push small ships further. This means you can push small, light ships out of range. This can be good or bad. Weapins with high Blast ratings are, from best to worst: Plasma Bolt Cannon (range 250); Blaster Cannon (range 335); Photon Torpedo, (range 954); PPC (range 490); LTLA (range 510); all others are much lower.

    Mixing weapons: [Tip from David Ouimet, this is generally true:] If the enemy ships have lots of Point Defense, a mix of weapons is usually very bad design because they will all tend to charge at different rates and fire at different times. This means that enemy Point Defenses have a chance to recharge between your shots, and thus can fire at every incoming shot. What you want is a volley of say 15 shots all arriving at the same time, so if the target only has 8PD weapons, then (let's say 5 of the 15 miss so the PD ignores them), the 8PD weapons can only shoot down 8 of the 10 incoming hits. Exception: if your ships have large attack bonuses, then every shot will get through and specialist weapons become interesting.

    An exception to the general rule of Not Mixing Weapons is, that I often mount a single sandcaster on most of my ships, as a good general purpose anti fighter weapon, and because a sandcaster will rapidly remove enemy holo decoys from a battle; and I often have a single Blaster Cannon on a ship, as a good base-killing weapon.


    Jon Nunn's ten point check list for selecting weapons.

    1. What is the attack factor of this ship?

    • If it's greater than zero, it's more accurate than the stats state
    • If attack factor is > 100%, enemy Point Defense effectiveness is reduced.

    2. How much defenses (Shields, Armor, Point Defenses, evasiveness, and raw mass) does the ship have?

    • If this ship lacks defenses, it's not going to last long, and so selecting longer ranged weapons may be needed just to get a shot off. And it's not worth mounting expensive weapons on it.
    • The more massive ones however can absorp the pot shots long enough to get within range of the very powerful short ranged weapons.

    3. How much ordnance does your ship hold? Is it capable of dropping mines but holds no pods? (It is generally a bad thing to run out of ammo in the middle of combat.) Select weapons with appropriate ord usage.
    4. How much energy does your ship generate? (No energy, no weapons fire)

    5. Does your target have a lot of armor and little shields or a lot of shields and a little armor, a lot of both, or just a little of both? (Ion Cannons do no good against T-Rexs)
    6. Does your target carry a lot of Point Defenses?
    7. Is your target especially evasive or have a high attack factor? (If so, you'll need something to conteract.)
    8. Is your target immune to certain weapons (aka Stormers immune to Photon Torpedos, Crystals feeding off pure energy weapons.)
    9. Do you have special bonuses. (The Stormers get extra arc values and blast damage on large weapons.)
    10. Consider the recharge times of all weapons in your fleet. The more you can get the shots firing at the same time against 1 sec recharge PD [and within 2 seconds for 3 sec recharge PD], the less effective enemy point defense systems are.

    Small Weapons

    Unlike Large and Point Defense weapons, where there is a lot of differentiation between weapons, everyone just uses the tech 2 Pulsed Laser for their Small Weapons, because its fantastic rate of fire more than compensates for its minor shortcomings. (Especially when it is boosted by Exotic Techs.) Many experienced players don't bother increasing Small Weapon tech above 2, even when all other techs are maxed out.

    Goats!Remember that Small Weapons can still blow up a huge ship if they hit its Soft Spot. Of course, not all ships have a Soft Spot, and you can't hit it if the shields and armour are still there. But a cheap Loki with 25 pulsed lasers and no large weapons can be surprisingly effective. Don't ignore small weapons in large numbers. Some races like Centaurs have got almost no large weapons, but they win a lot of games.

    Other small weapons...

    Large Weapons

    If you can get some Amphibian natives in your bases, they will build free large weapons for you. Since the best ones are normally very expensive, this opens the possibility of being able to use interesting high tech weapons in the early part of the game, and giving neighbours a nasty surprise with a "low" tech ship hull...

    About the only time you should use a mix of weapons is, when your hull's Attack Modifier is large (>150%, say). This helps its shots evade Point Defenses.

    Michael Richardson analysed Tim's code for Large Weapons in August 2005 and posted his findings on the Wiki.

    Favourite Large Weapons used by experienced players

    Basically any big ship with >10 large weapons should mount 1 sandcaster, 1 blaster cannon, and all others should be the same type:

    Why LTLA's and TLA's are worth paying for

    Paraphrased from a discussion between Chmmrmm, David Ouimet, Becksen, Mark Heinrich, Roger Norris, Chris Olin

    Question. These weapons are very expensive, not just in cash terms but minerals too. Are they worth it? Or to put it another way, is it better having more ships with PPC's or fewer ships with TLA's or LTLA's?

    Answer (1) - Your ships do not fight simultanously! Even if you start at the same position they will spread over the whole VCR combat zone very soon. Better 1 ship which can destroy every other ship around solo than 4 ships which will die alone one after one... A ship with LTLA, heavy shielded, maybe some Exotic Tech, costs as much as a whole fleet of average ships. But it also has the firepower of the whole fleet in one place all the time and will win the fight more often than it will lose.

    Side comment. One fleet of small ships against 1 or just a few large ships will stay focused much better. Even a super large ship needs some Wings or small ships around just to break up the enemy fleet into a chaotic mob, or it can be overwhelmed by a Swarm with the correct battle orders.

    Answer (2) - I have noticed that in all but the largest fleet battles the fights are kind of like in the Karate movies where ships square off one or two at a time. For ships that do not have enough LW slots to overwhelm ememy PD, the LTLA is brilliant. One has to consider the price of the platform relative to the cost of the weapon. Certainly a Bird Man Darkwing G would deserve the extra investment for LTLA's.

    Answer (3) - There's another important factor to consider. Since the TLA does much less damage but fires faster, it receives a much bigger boost from the large weapon exotic techs than the PPC does.

    Answer (4) - Another argument *for* big, powerful, but expensive ships is what happens in a stalemate:  A portion of the enemy's fleet is destroyed, while your single ship can be repaired to 100% effectiveness...

    Answer (5) A smaller, but still substantial, consideration is overkill. What happens when your ship engages a fleet of several dozen small scouts? You may end up "wasting" some of your weapon output by firing your full bank of 20 PPCs at a scout when it only would have taken 4 or 5 to kill it. Then you have to wait another 8 tics before you can fire again. If you were using TLAs, less output would be wasted and you would be able to fire again sooner. Thus TLAs can be better against large fleets of small ships.

    Answer (6) Concerning the LTLA, key factor is the cost of the weapon platform. Consider the Empire's Super Gorbie. It costs a whopping 35000 just for the hull! Thus putting 20 PPCs on a Gorbie is really like paying 2300 megacredits per PPC. In this case, the change to LTLA is a GREAT idea, because the LTLA is easily eight times as powerful as the PPC even without exotics, but it's only going to cost you three or four times as much as the PPCs once you factor in the cost of the hull.

    Basically, the more expensive the hull of a ship is, the more efficient the LTLA becomes.

    Side comment. A ship's reaction to receiving a LTLA volley is usually to back-up out of range, which can give the LTLA ship a breathing space if it is being mobbed.

    Further comment: Stormers would probably build 3 Vickies with Photon Torps instead of one "good" Vickie with gatling phasors, because Vickies die so easily they are not worth spending much on.


    Point Defense Weapons

    See also: this page about the special powers of different Point Defense weapons.

    Apart from Holo Decoys, point defenses only protect the ship they're mounted on; ships cannot use them to protect other fleet members. However, they will fire on any fighter that is in range, so they can protect another ship from enemy fighters.
    The point defence systems only fire on incoming shots that are going to hit the ship, all shots that are going to miss will be ignored.

    I asked Tim for some definitive clarification on the effect of attack bonuses on Point Defense in July 2003. Specifically, does a ship's attack bonus help it shoot down incoming fire? He replied:

  • When shooting down incoming weapon fire, the only things giving PD weapons a bonus to hit are:
  • When shooting down enemy fighters,the defending ship's attack bonus is added to the PD weapons' odds too. It is definitely not added to the chance of shooting down incoming ship-weapon fire.
  • In normal situations (shooting at Large or Small weapons), the PD simply uses a statistic called "iBonus" (Intercept Bonus), which is added to the incoming weapon's "PD Odds" statistic to calculate the chance of intercepting the incoming Photon Torpedo, Sandcaster shot etc.
  • Holo Decoys (info mainly collated by Thriyon)

    Holo Decoys confuse small weapons and large weapons. They are 2.5 times more effective against large weapons than the small ones. In particular they are especially effective versus Photon Torpedoes. Photon Torps' accuracy can be decreased by up to 60% if there are enough holo decoys around, and other weapons by up to 25%. Holo Decoys last a long time after they are dispersed, decaying at a very slow rate.

    Tim mentioned on the Newsgroup, August 2002:
     Holo Decoys affect Ion Cannons and AA guns on bases, fighter beams and missiles, Large and Small weapons.

    Holos are destroyed rapidly by sandcasters.

    So fighter races often find their enemies are using holo decoys to counter the fighters... so fighter races mount counter-counter weaponry, ie sandcasters to protect their fighters... and sandcasters can be partly nullified by Concussion Rockets (can disperse incoming sand caster grains 60% of the time), though that's probably only useful, like most Point Defenses, against sandcaster shots aimed at the ship with the Concussion Rockets. Confused yet?!

    Comment. Personally I am dubious Holo Decoys do anything. Any contribution to a battle seems minimal, and can probably be explained by there being an extra ship around pumping the things out. Tim claims they sometimes seem ineffective because a Sandcaster will destroy lots of Holo Decoys with every shot, so their half life is low in a combat where enemies use Sandcasters. Since most fleets have SC's to guard against fighters, maybe this is why I have yet to see a significant effect from HD's...

    Point Defenses: see Diplomat's comments. Basically:


    Superweapons

    It turns out that, all Superweapons destroy ground base shields, so they are ideal for destroying enemy homeworlds; and it is worth mentioning here that all super weapons take out the shields of enemy ships - even if the enemy has the top shield level (3000 points). - Still true? Simulate.

    Miscellaneous Superweapon tips:

    A Super Laser will only blow up a planet if (1) switched on and (2) the ship is ordered to KILL the planet. (Set planet to be the ship's kill target.)

    Otherwise the Superlaser just attacks nearby ships.

    A Superlaser can not fire on a planet in combat until tick 4000, to give defenders a chance to destroy the attacker before he wipes out their homeworld. And if they capture him, its ATTACK switch is turned off and its kill target is cleared.

    A Superlaser can not fire on a planet after all movement unless the ATTACK switch is on

    Also:

    According to the docs ONLY the Super Laser can destroy a planet. (the World Crusher Missile does damage to bases only regardless of its name).

    There is more Superweapon information at the end of the Stormer page.

    Set Superweapon ships to arrive in Wave 2 (tick 300). Their superweapons will be charged up and fire a devastating shot almost immediately (tick 310). Crush!
    All SuperWeapons will destroy the entire shield of an enemy ship, and do some armour damage on top of that (and Blast [Hull] damage if they get through the armour). This makes them very useful against other races' top ships e.g. Slayers with 4500 points of shields. World Crushers do 1000 points damage to the armour and hull. Not so useful versus Lizard hulls (5500 points of armour and hulls with 50% damage modifiers) but still helpful.
    I usually set a specific KILL target (NAV screen) when using a superweapon to make best use of it, and set the ship to Target Dangerous.
    Superweapons do not require any special setting for ship to ship firing in battles, except you must switch the thing ON in the ATTACK screen. Many people don't notice this new button on the screen, which only appears for superweapon ships.
    Superweapons generate a lot of sensor noise when fired. Everyone knows you now have SW tech, and where your big ship firing it was, because they get Host messages about "Superweapon Fire Detected!"

    Arguments against using superweapons: they...

  • are not cost effective, especially in minerals, and if the ship has to rely on them, it is in trouble. A good example would be the Stormer Victorious, which can mount a superweapon... or you almost could build another Vickie with 20 Pulsed Phasor Cannon (which does more damage per second) for the same cost!
  • Most superweapons will not kill a tech 10 hull in one hit, unless its shield and armour have been severely battered already.
  • In practice, superweapons aren't always brilliant. It depends on your own hulls and the enemy's. If you're playing the Evil Empire, it is well worth spending a "mere" 5,000mc and 2450kT of Duranium on a superlaser to help protect your investment in a Gorbie. But I have noticed that adding an Antimatter Maul to a Slayer makes little difference to battles. If you're playing Stormers, building cheap trashy Vickies which are lucky to survive 2 serious battles, it's probably better to build twice as many Vickies (but with the occasional superweapon thrown in to keep them guessing!). If unsure, try simulations with and without SW's to see if they're cost-effective.

    The actual stats shown for SuperWeapons are incorrect. All the super weapons have long ranges in VCR combat, ie 1000. Tim has corrected the Client, Nov 2003, dunno if he's corrected the Help files though

    Tim wrote the following on the NG, Nov 2003:
    All super weapons should have the range to hit anything it fires at  98% of the time. The range math for super weapons has been removed
    Damage = vH = 0.1 * ((Blast * (PartsMod / 100)) * (Rnd * 0.75 + 0.25)) * (100 / (hullmass + 50)) + 0.
    A hull mass 2000 ship with a parts mod of 10
    vH = 0.1 * (( 10000 * (1) * (.25) * 1/2
    vH = 125% MINIMUM damage 

    Other uses of superweapons (besides simply shooting at ships)

    Superlaser: If you fire it at a planet instead of a base, you can blow up the planet. It becomes an asteroid field, which is useless to some races. Superlasers destroy planets after all movement and combat are finished (ie, tick 4000 of the VCR). This gives defenders a chance to knock out incoming Crystal Lights etc, otherwise someone could HYP onto an enemy homeworld, set to appear on 2nd wave, fire an unstoppable superlaser pulse and effectively knock a player out.

    Q. In a test game I tried to destroy a planet with a Super Laser. It only works when "Attack Enemy Ships" is on. This might be a problem if you want to attack a planet (with a cloaked ship) without a ship vs. ship fight first. Is this done intentionally or is it a bug ?

    A.  It is quite intentional.  Tim wanted to be sure there was a possibility of stopping Darkwings with Super Lasers from blowing up planets.  Without a measure like this one, the DW was judged to be too unbalancing.  So you must strive to win, or at least survive, any battle before you  are permitted to blow up the planet you're targetting. - Mark MacWilliam
    (There is a trick..... just set the "enemy" as your ally, and your ships  won't attack the "enemy".  No combat will happen, but your super laser will fire on the planet  - Andreas Benne)

    Nemesis Torpedo: Useful for clearing away fighters in a battle. Unfortunately, also your own (unless they're set to "do not launch"). The effect of Nemesis Torpedoes on fighters can be reduced by the Nemesis Shields exotic tech, which means only half your fighters get blown away.

    Nemesis Torp Top Tip: Aczanny Fighters are naturally protected against Nemesis Torpedoes at a rate of around 50% to 70%. Aczanny ships take no more than 5% damage from being in the area of a nemesis torpedo blast. Aczanny hulls take no more than 5% hull damage from any super weapon hit.

    What exactly are the effects of a Nemesis on nearby ships which are NOT the target? (Docs state that it will destroy "small" ships nearby. And all Wings. How big / armoured / shielded etc does a ship need to be to survive?)

    Answer (Tim):

    Antimatter Maul: can be used to destroy Jumpgates, in fact it's the only way to destroy them. Just like when destroying a ship, the ship firing the AM will recover the 1000kT moly used to build the JG, it ends up in the ship's hold.

    Protomatter Cannon: can be used to reassemble asteroid belts into planets. The planets will have a very high hyperdimensional stress, ie they will be mineral-rich and prone to blowing up!

    World Crusher: can shoot at bases up to 100LY away. Extremely useful for whittling down enemy populations on major bases. This can be countered by building a base shield. But if the player shooting WC's has Transphased WC exotic tech, even base shields won't help. Note that any Superweapon will destroy a base shield at point blank range, ie in melee.

    To use World Crushers at long range (up to 100LY away) versus bases:

    Set waypoint 1 to the target planet and turn on the weapon. You must also set the kill target for the ship to the planet or base you are shooting at. There is a 1 in 3 chance that it will hit any bases on the target planet, even bases you cannot see, but not any ships. If the base has a Shield, you will need Transphased World Crusher Exotic Tech to punch through it. You must also switch the Superweapon ON in the ship's ATTACK screen. The ship doesn't need to be any particular speed to fire in Long Range Mode (Tim's Host release notes imply it has to be stationary, but my experiments show this is not so).

    Klingons...Dan Hammond explained:

    World crushers currently do not work "right." They can be used either in Long Range mode or Point Blank, but not both in the same turn.
    The only way to get them to fire in long range mode is to set a kill target. When a kill target is set they will not fire till after all movement is over. What a world crusher can not do in long range mode (kill target set) is to fire in a normal combat vcr.

    This means that at a range of 5 or less to the target base when set to long range mode (kill target set) the World crusher (without transphased world crusher exotic tech) can not destroy a base shield as can any other super weapon in the same circumstances.

    If the kill target is not used and the range is 5 or less to the enemy base then a normal combat vcr does happen if attack ground switch is on and should the enemy base have a shield the first world crusher shot will kill the base shield. And then the second world crusher shot will kill the base after the shield is gone. The World crusher can fire up to 3 missiles per vcr combat. In this method a world crusher can kill a base with a shield without needing the transphased world crusher exotic tech.

    World Crushers won't fire (just in Long Range Mode) if the ship has (System?) or Weapon damage.

    One thing to watch for in Long Range mode is that although you'll destroy the population and structures, the rest of the base's contents (contraband, minerals, some Natives) will survive and can be regathered. If the enemy cunningly put his population into orbit in pods when he saw you coming, he can land them back on the planet, perhaps not losing much overall.


    Wings

    General info (Basics) | How Wings Work / Major Tips | Notes on different races' fighters | Defending against Fighter Wings | Miscellaneous (minor tips, obscure stuff)

    General info (Basics)


    Warning: It is generally agreed, that Wings are the least understood part of combat. Advice here should be treated with caution. Each race's fighters are radically different.

    Stuff moved from the main how to play page:

    You can build fighters with the Fighter Plant, a Tech 4 structure; but fighters on their own can merely fly in the atmosphere of a planet, and will not engage attacking starships. You need an Air Attack Base to form them into Wings, and this is planetary tech 10. However, Tim has acceded to requests and gives players one free AAB to start with. Incidently, there are two times that you don't need an Air Attack Base. Firstly, loose fighters on ground bases will form temporary "home guard" fighter wings automatically and defend the planet from attacking ships. Fighters return to base after combat and cannot be docked to ships and carried elsewhere like normal Wings until you buy an Air Attack Base. Secondly, carriers have a "replenish fighters" switch.

    Wings are groups of fighters which are free to fly in space, and are treated as a single object for combat purposes. They have a range of 10 to 400 LY, depending on race and type, but are almost invariably carried in ships' Wing bays, giving them greater range.

    Wings were very ineffective in early Betas, but have become much more useful (powerful). They are faster, fire more often, do a bit more damage when they hit ships. The Sandcaster was too powerful and was downgraded so it now no longer zaps every fighter in a Wing every time it hits - so now, even races whose fighters have no armour can use fighters. Fighters have a small chance of shooting an enemy ship's soft spot once its shields and armour are gone. Fighters firing on an Evil Empire ship have bonuses. Wings of 100+ fighters are a common tool amongst players. (Some races' fighters are poor, but only cost 10mc each, so you hear about wings of 10000 fighters.) To counter this, players equip ships with anti-fighter Turbo Lasers and more Sandcasters. Tip: I find that a couple of small wings - perhaps just 10 fighters - on "anti fighter" duty, distracts enemy wings enough that your ships have a much better chance of surviving a battle.

    Fighters can fire through base shields. All fighters have a chance of taking out the base shield generator. Per shot there is a 1 in 100 chance for missiles and a 1 in 1000 chance for a beam weapon to take it out. The Enforcers have better odds of taking out the base shield. They have a have a 3 in 100 chance for missiles and a 5 in 1000 chance for beams.

    I moved most of my information on Wings to the Combat Tips Page because this page was getting bloated.

    Tim did big changes to Wings round Host 192.

    You can merge Wings together by Docking one to another! Whether the one you're docking to is in free space, or in a carrier. (In the latter case, there is a limit to the Wing size, ie the carrier's free space.)

    With Host 193, there is a bug where you can dock wings to each other when both are in a carrier. However, they end up occupying just 1 pod bay, ie you can exceed its nominal size!

  • Wings are good when you run out of minerals in the late game.
  • Wings are no good against ships with a high evasive bonus.
  • Lightly armoured fighters are incredibly vulnerable until mid game, when you can afford the Exotic Tech: "Sand Shields". At that point, say turn 30, fighters begin appearing in increasingly large numbers.
  • Wings are no good until they reach a certain critical mass of fighters. This can be as low as 10-20 for (expensive) Stormer fighters, which are good at killing small ships even in low numbers. But it seems to be around 2000 fighters for the Evil Empire's cheap rubbish fighters. Once Wings reach this tipping point, their rate of fire, etc suddenly begins killing enemy ships faster than the enemy PD shoots them down, and they become very effective. Below this threshold, they are a waste of money due to rapid attrition of fighters.
  • How Wings Work / Major Tips (how & why they act like they do)
    Fighters will fly to very far range range and come to a almost stop and recharge their batteries. When they are near a full charge they will go to maximum speed and close on the enemy ship, fire and run away again.

    Why not to mix fighter types in wings, and when to do so

    Advice posted to the newsgroup by Scytale, January 2006

    Mixing fighter types in a wing is a bad thing in almost every case. Avoid doing so.

    Reasons:

    1)  Mixing gives practically no combat benefit.  Fighters do NOT share Batteries or Ord between fighter types.  A wing of 100 type1s and a wing of 100 type2s will fight as well as a single wing of 100 type1s and 100 type2s.  The only real benefit is a potentially increased fuel load, if you have fighters that have a larger fuel tank than travel range (that almost-completely-hidden stat) or fighters that have a massive fuel tank and generate a lot of free fuel per turn.

    2)  Faster fighters are slowed down by the slower ones in combat. (Note this can be a benefit.)  Travel range is also decreased to the slowest in the wing.

    3)  Mixed wings give FREE shots to enemy PD and fighters.  Yes, free. According to the PD code Tim posted a while back, a PD shot first tries to hit a type1.  If it misses, it then tries to hit a type2, at NO energy or ord cost.  Again, if it misses, it tries to hit a type3. Fighters are worse, according to the fighter code analysis on the Wiki. Each fighter shot can hit one of each type of fighter in the wing it fires at, for the cost of a single shot.  Therefore, mixed wings can take up to 3X more incoming fire than non-mixed wings.

    Exception: small wings benefit from mixed types

    There is one particularly interesting exception to the do-not-mix rule. Because of the Generator curve and the dominance of the +0.99 factor at small numbers, fighters are more efficient energy-producers when there are less of them.  This counts seperately for each fighter type
    in a wing.  The most cost-efficient wing at producing energy is a wing of a single cheap fighter.

    But we are limited to building at least 10 fighters in a wing.  So the most efficient wings we can make in terms of possible damage per tick combine 1 or 2 of each of the more costly types with 6 to 8 cheap ones for filler.  The exact combination needed to maximize damage potential depends on the race used, whether the target is a ship or a wing, the target's evasive factors, the target's fighter mix (wings), the target's armor (wings), and the presence of HG, experience values, and race specials.

    Size 10 wings are the most efficient wings you can make.  (Well, not in terms of resource points...)  And mixing them greatly increases their effectiveness.  I'm currently running calculations to maximize wing mixes in size 10 wings against various targets.

    But aside from tiny wings, the efficiency calculations always tend toward pure wings.  Adding in 1 to 3 of the other two types increases the wing's damage potential ever so slightly, but given the free shot thing it's not worth adding them.

    Exception: mixed Wings are sometimes better against ships
    Note point (3) above: ship PD weapons get a shot at each type of fighter but they only kill one fighter, they stop once they've hit one. This means it is worth using lots of Type I fighters to shield the Type II and III ones - if Type I's are cheaper. As they are, for EE.
    But against Wings, you're usually better off with pure Wings.

    I have most experience with EE fighters. What I find is that, against some races like CoM, bigger wings are better, and the expensive type 3's are no better than type 2's. But against other races like Aczanny [very high evasive bonus], you need lots of medium sized wings of expensive type 3's. So you see, there is no hard and fast rule about "what is best". But you can try different ideas until you find what works best for you.
  • Q. How is a Wing of 30 ships different from one of 10? Does it fire thrice as often, do triple damage, or is it simply that it can absorb more hits before being destroyed? If it can absorb more hits, say as much damage as would destroy 5 fighters in a 10-fighter wing, does it lose less than 5 by virtue of being a 30-fighter wing (the damage is more spread out)?
  • A. 30 fighters fire 3 times more often than 10 fighters. It does the same damage per hit. PD weapons shoot down one fighter at a time. The hit either takes the fighter out or does not. A sand caster can destroy half an unarmored wing with one shot. - Tim
  • One major factor controlling fighters' effectiveness is their beam / missile range. If they have to get right up close to an enemy ship to fire (like EE fighters), the enemy PD has several chances to shoot them like sitting ducks while they approach. This has a disproportionate effect because:

  • Wings are cowardly. As Dan Hammond pointed out, they seem to make a calculation of their survival odds against a given ship. "What the exact values are that the host uses I do not know, but if you send in a force of fighters that are not enough to do the job then they will retreat from the VCR early. The fighter captains will turn and run. They are particularly afraid of long-range micromissile launchers.  I do not think that it matters if these fighters are in big wings or small wings just so long as the total present are enough to have a chance to win. Then they will stay around in the fight until the end.
    "I also know that this algorithm (about running away) that runs in the host does not take into account exotic tech protections. Like immunity to sand casters. So even if the enemy fleet you are facing has only intercepts for PD weapons and sand casters for fighter defense and you have the Exotic Tech "immune to sand casters" defense for your fighters they will still run away from the combat if they are out gunned. Even though in this situation these fighters could in time kill the whole enemy fleet they will not stay in the combat VCR long enough to do the job.
    "You will need a strong enough force of fighters to stay in the fight. Every race has different stats for its fighters so this is a trial  by fire feel for each race to determine this threshold number for each situation. Generally the more powerful the fighters are the less fighters you will need and vice versa.
    "
  • Tim has directly confirmed this cowardice theory, by the way. He once replied to someone asking "why did my fighters flee after they'd almost destroyed an enemy ship, they only lost about 15% of the Wing" as follows: "Like ship fighter wings don't get afraid and run away. . . they get afraid when they see their friends get blown up. . .OOOO NOOOOO! We lost Porkens!"
  • Wings move essentially randomly.  So what? Well as Jelmer Renema pointed out, if the relative positions of fighters and target ship are essentially random, the side with better range has lots more chances to shoot the enemy up than vice versa. (I'll skip his maths about areas of circles and ranges and stuff, but basically, doubling the range of your PD will increase its effectiveness by 4x.)
  • This means that for the EE, for example, the behaviour of small Wings can be altered drastically (improved) by mixing a few of the expensive type 3 fighters into a Wing. It has a disproportionate effect on the behaviour of the Wing as a whole. Without them, the Wing will cautiously approach right up to an enemy ship, fire once and run away. The enemy point defenses are more effective this way! With the type 3's present, the Wing will use the long range missiles on the type 3 fighters whenever it comes within range, and fire much more. Remember that:
    1. Missiles have a longer range, and since fighter behaviour tends to cause them to fly around with their power banks fully charged until they get close and discharge beams, longer range means more damage.
    2. Missiles do more damage.
  • The attack option "Quick Strike" seems to make EE Wings much braver - and more effective.
  • (Weisguy advises): if you use quickstrike,  be sure to DISABLE close to point blank.  If you do have the fighters set to close range, you're always firing your lasers if you hang close to the enemy, and you may not have enough energy to discharge missiles. With most races' fighters' missile range exceeding that of their beams, it's better to tell the pilots to sit at a distance and fight. It also seems like the fighter wings accuracy gets better over time in battle... from what I have been witnessing, accuracy kinda sucks when they first start letting the lasers and missiles fly.
  • A very interesting observation from Chris Olin: All fighter missiles require 100 energy units to fire, and beams require 10 (host default, SETTING 2).  I have also noted that the CoM T2 seems to only fire their missiles 2-3 times at the begining of the battle, then never again.  I suspect the reason for this is the beams are draining the power before it reaches 100.  This seems to make many fighter missiles not very useful. I've seen other people comment, that missiles only seem to fire a few times in battles, it is a fairly common problem and not specific to the CoM.
  • RomanceJelmer Renema advises: Simulations show that you should always, always include at least one fighter with long range missiles in any wing. This will give the powerbank of the wing something to do while the beams of your cheap type 1s and 2s are out of range. This is true for almost all races. But I personally have found that mixing EE type 3 fighters into wings of type 1's is bad, so it's not always true. Treat this as a starting point for tactical ideas.

    Q. How come the fighters (of the Federation at least) have a longer firing range than point defence? Does this mean that the fed fighters can just stay out of range a pummel a ship to death without even getting touched?
    A.Yes, but fighters always make an attack run to point blank when possible and then head out to long range to recharge for another attack run. A small fast ship or a group of enemy fighters could chase them all over the place.
    Q. The Fed Kittyhawk has an ord cap of 200; not even enough to fill the ord load on 2 IO fighters (120 each). How is the carrier suppose to outfit 500 fighters for combat (500 * 120 = 6000 ord)? Is this where resupply pods come into play?
    A.One ship Ord = 1000 fighter ord. So the kittyhank has a load of 200,000 fighter ord units.

    What kind of damage do the Fighter beams and missiles actually do? Are beams, say, good vs heavy shields and missiles vs armour? What are the armour drain / arc etc stats on these widgets? Beam varies from 20 to 90. Missiles, from 0 to 100. Tim says -
    "The odds that a beam will hit: range_odds = ((rMaxRange - rRange) / rMaxRange) * 0.4 + 0.6 ((100 - Ship_EvasiveMod + Fighter_AttackMod) / 100) * range_odds * fighterweapon_odds
    "If a fighter beam hits it will take the beam power amount of shield power out. If it hits armor it will take 1/2 the beam power of armor.

    "A missile rating of 20 means that 20 shield points or 10 armor points will be destroyed."

    Q. In the fighter specs there is a beam power, and missile power; how does that translate into the various types of damage done by weapons in the combat logic; ie; sheild drain, sheild arc, armor drain, armor arc, kill, blast, parts...
    A.Same types of weapons at a lower power. A fighter beam power of 30 equals about that of a small ship's laser.

    "If a fighter has a beam power of 30, every hit will take out 30 shield points or 15 armor points." - Tim. From my experience, I don't believe this. Maybe it does that much damage to other fighters. - PH
    "Missiles use the same set of math."

    Michael Henderson: "Tim once told me once along time ago the fighter weapon damage numbers are actially something like 1/30th normal weapon damage stats." That would explain the discrepancy - PH

    The Ord Load of an Io is 120, Missiles are rated at 30. Does this mean it can fire 4 missiles total, or that they knock 30 points off (what?) To put it another way, how many Ord does a missile use?
    Tim advises: "Every missile fired uses 1 micro-ord. A ship with 120 micro-ord can fire 120 missiles." In practice, battles usually end well before all missiles are used.

    Once the Shields and Armour are gone, the Wing does Blast (hull) damage. So a Wing of Ios (Beam power 40, let's ignore missiles for simplicity) would need to hit a top class ship with a shield power of 3000, 3000/40 = 75 times before it starts on the Armour, let alone the hull.

    So, how is the rate of fire determined? It's like this:
    Beams drain 10 energy from the battery, and missiles drain 100.
    Take the Fed Io class fighter. It has a battery of 300 and a generator of 10. Its missiles have a longer range than its beams.
    As it approaches a target, its missiles fire first (because they have a onger range). It will probably fire 3 missiles, each drains 100 energy from the battery, as the generator (slowly) recharges the battery.
    It is unlikely to recharge the battery back up to a level of 100 again during the fight, because once it gets into Beam range it will fire every time the battery has at least 10 energy units in it.
    The damage done by the beams and missiles is not related to the energy needed to fire them. For an Io, beams are rated at 40 damage, and missiles 30. 

    Note that, if a Wing can only fire a few shots and then runs out of "oomph", it should probably be set to Quick Strike. This helps it to retreat and recharge its batteries.
    But the number of shots can be extended by forming a big Wing. Faster rate of fire, remember? There's a wing size "trip point" where they suddenly become very powerful. However, at present this can only be found by simulations.
    Because missiles don't fire as often, some people say fighters with great beams are better than fighters with only great missiles... the IMT type 3  fighter
    , which has no beams and a big generator, is designed to show just how powerful

    Notes on different races' fighters

    Defending against Fighter Wings

    Summary: try Micromissile Launchers, Turbolasers, Holo Decoys, Minefields, Nemesis Torpedoes, Other Fighters, Sandcasters [good range, so especially good vs Stormers], Glory Devices. AA guns on bases are very effective if you remember to keep ordnance on the base. Use a mix of techniques, so enemies have a hard time developing countermeasures.

    Tim claims that Micromissile Launchers will enrage fighters and draw them in closer so you can pick them off with the rapid-firing but short-range turbolasers. But I have not seen any evidence of this in real battles. Some people say that pure MML's work lots better than a mix of MML's and TL's. Maybe it depends on the race you are fighting.

    Micro Missile Launchers... have a longer range and can pelt wings even when they are not near your ships.  The problem with Turbolasers, when fighting fighters with a long beam range, is their short range... sometimes the fighters will make a pass and shoot your ships and you won't even fire back.

    Swarming races against fighters: don't set an attack vector.  If you are truly swarming (20+ ships) it is more effective to be scattered so fighters take more periodic hits. At times fighters seem to get confused when they get shot at.  Once everything converges at the middle then things really get chewed up fast. Don't forget shield exotics as all ships in the Swarm benefit from them. Micromissile launchers are too expensive to be worth fitting to cheap Swarming ships. You get more bang-per-buck from Turbolasers.

    Some races have very effective anti-fighter hulls, they have lots of point defenses and a large attack bonus, and are cheap enough to build in large quantities. Examples:
    ...Stormer Thorn with all Turbo Lasers (10 PD slots and cheap)
    ...Centaur Zikr (6 PD slots and dirt cheap)
    ...Fed / Lizard Loki

    Wings move essentially randomly.  As Jelmer Renema pointed out, if the relative positions of fighters and target ship is essentially random, the side with better ranged weapons has lots more chances to shoot the enemy up than vice versa. (I'll skip his maths about areas of circles and ranges and stuff, but basically, doubling the range of your PD will increase it effectiveness by 4x.) This Range effect has an intersting consequence: even though the Turbolaser fires 3x more often than a micromissile launcher, and kills 3 fighters per shot, its low range makes it far worse than a micromissile launcher versus fighters. Jelmer did simulations and came to the conclusion that 1 MML is worth about 4 TL's.

    Q. What is the meaning of the blast power of PD's?
    A. Each PD hit does the blast power in damage to enemy fighters.  There's also a chance that a fighter will take a critical hit to its soft spot.  This means against heavily armoured fighters, fast, weak PD can be useful.
    A. I believe it is compared to the fighter armor to determine if the shot kills or is absorbed by the fighter armor.

    Q. Does a sandcaster cause damage to all fighter of a wing and is the armor drain always 1 if it hits?
    A. Sandcasters used to hit all fighters in a Wing, but this was too powerful, and it was changed. A Sandcaster will now hit a random 50% of the fighters in a Wing. Some old documentation still wrongly states that a sandcaster hits all the Wing. The damage to the fighters it hits is 1. If it already had no armor, it's blown up. There's a chance of a critical hit to each fighter, which makes SC very nasty, until you buy the Sand Shields exotic tech.
    Q. At which type do the PD's fire at first when there is wing of different types?Fighter image

    Answers to this question vary. Some people report: "I've never noticed t3s getting shot down before 2s and 1s". Others (especially Robot players) say: "I always see, that the fighterl osses are distributed evenly between the different fighter types! So the rare expensive ones in a mixed wing all get shot up by the end of a battle!" The reason may be that different fighters have different armor strengths, and the values vary from race to race(?)

    Q.
    The documentation says a TL can shoot down up to three fighter per single shot. What does "can" mean? 1/3 chance for either for one or two or three fighters? And does it mean that a TL due to its smaller charge time can under good circumstances shut down nine times the fighter number a normal PD can shut down?
    A. That means it will fire at 3 fighters per shot.  This does mean that it can fire 9 times as fast as, say, an MML, which has a 3 tic charge time.  It doesn't necessarily mean it'll shoot down 9 times as many fighters though; armour, range, damage, accuracy, etc would all factor into that.
    But against heavily armored fighters, it might very well not kill any.
    In practice, when the Turbo Laser hits  it tends to kill 3 fighters at a time, but not always.
    TLs work very well when used in swarms deployed in a scatter pattern.  As the fighter wings buzz around in their semi random fashion, they will encounter TLs form the scattered ships.  This works rather well with the very fast fighters like CoM and Rebel.

    Anti-fighter computer Exotic Tech
    PD shoot twice as often, but they do not use any more power than normal.
    The same power is used to fire two shots at the same time.
    Charge time until the next firing of the weapon is the same.
    The anti-fighter computer beats (overrides) Sand Shields.

    Does it work with 50% PD charge exotic?  Also, does it double fire of PD versus weapons fire also or just fighters?
    No the weapon must be at 100% charge to fire (twice).
    There is no extra bonus against weapons fire.

    How often does PD ignore fighter armor, with this exotic on?  From the sims, it seems to render the fighter races moot, unless the attack ships with about 10x or more MCs worth of fighters.
    A standard PD ignores armor 40% of the time and the AFC PD ignores armor 60% of the time.

    Energized Sandcasters Exotic Tech
    Do these get through the normal immunity of Robot Rutzies and Solarian type 1 fighters?
    Yes, it gets the Robot Type 3 fighter, I do not see any immunity for the Solorian fighters in the code. . .
    Solorian type _2_ fighters are immune to fighter-fighter missiles.
    Well that is a whole different can of worms. . .   that has nothing to do with the firing of ship sand casters on fighters so energized sandcasters have nothing at all to do with that fighter immunity.

    Of course you'll need some anti-fighter pd (turbolaser etc.) but a fact,
    being
    ignored most of the time but equally important - perhaps even more - is that
    you have to use lots of holodecoys...
    In the game I'm currently playing as privateer, the rebel player nearly
    wiped out
    my homeworld and had already three wings over my homeworld. At the end I
    fended him off, but the key to this victory were lots of small cheap ships -
    poorly equipped but with holodecoys. I had a wing of type 1 fighters that
    would
    have sucked completely otherwise, but with the ships and the holodecoys the
    enemy
    fighters did almost no damage to this wing and most of the small ships
    survived too.
    I had simmed a lot for this fight and in all other cases (with no
    holodecoys) I really
    merely scratched his fighters before being blasted away, but with
    holodecoys...

    Jochen

    Host 147: (this was after I wrote the above section): Fixed: Turbolaser PD system shooting down 9 enemy fighters a shot when it should only be shooting down a max of 3. So TL's were artificially good when I wrote the previous section.

    In answer to a question on the Newsgroup, "how can I defend against a CoM Wing of 10,000 fighters?" Michael Henderson advised:
    Buy the Energized Sand exotic.  Anti-fighter PD exotic is nice too.  Equip medium sized ships with sandcasters as part of your fleet.  (it's a good idea to put at least 1 SC on every ship)  Then laugh at your foolish CoM enemy who relied upon wings to fight with.  With those exotics active, his 2 million MCs worth of fighters have as much chance as a stick of butter in an active volcano.
    If you spread your fleet out around the various attack vectors you can damage his wing faster.  If you group your fleet together, it may take longer to kill his fighters, but there's a better chance of individual ships may survive.  It's usually best to spread out versus fighter wings, especially wings with long attack ranges.  This way, when his wings withdraw to recharge, you're still able to chew through his wings rapidly with your energized SandCasters.
    If you can't catch him, bring the fight to his territory; force him to defend.

    Skies advised:
    Here's how I'd go on about destroying it.  In defence: Fortify a base with loads of AA guns and have lot's of .. make that billions of.. smaller wings of your own design. (This way the damage doesn't carry over to other wings and your fighters get lot more damage done, than in a single group)
    In attack: Try to sneak in a GA and blast the HW base right from underneath him.  Or bring in a hellish load of anti-fighter ships. (lot's of PD, no mass. cheap)


    David Ouimet suggests: one tactic is 6-8 wings of 10-20 cheap
    fighters set to "close to deadly" and 1-2 wings of 500+ fighters that stand
    off.. By the time the small wings are destroyed the sandcaster ships are
    usually out of ammo or low and do negligible damage to the large wings.

    Miscellaneous Wing stuff (minor tips, obscure things)

    Pendragon writes: If you wish for better fighter cover and can afford your ships to move slowly, make your fighters escort the ship and it will refuel automatically, even from ships with no fighter bays like freighters.They'll be vulnerable to mine hits, though.

    To ensure your Wings fire at the maximum possible rate, add up the generator power for all your fighters in the wing, then divide by the number of fighters in the wing. Try at all times to keep the average power generated per fighter to 10 or more.  This will allow the wing to fire every combat tick.  If that's not possible shoot for 5 so they fire every other tick.  In this case, 9 is as good as 5.

    Q. Does "ord load=500" means 500 missile shots during all vcr's of one turn?
    A. Yes, but that's per fighter.  So a wing of 100 could fire 50,000 missiles before running out of ord.
    It's how much Micro-Ord the fighter can carry.  Each missle shot using one Micro-Ord.  Fighters can be resupplied by ships in the same way their fuel is resupplied. 

    Exotic Tech boosts for Attack bonus and Evade bonus do not effect fighters.

    Q. Will take fighters equipped with missiles take ord from bases?
    A. Yes.  But fighters use micro-ord, so in most cases won't be seriously depleting your ord supply. 
    1 Ord = 1,000 fighter Ord.  1 fuel = 1,000 fighter fuel, you will hardly notice it.

    Jelmer Renema (a fighter expert) has pointed out that it is almost always best to have a mix of fighter types (1,2,3) in a wing, because the three types have different weapon ranges, but pool their batteries / generators. So, as a Wing gets near a target, its longest range weapons start firing continuously - ie you get "free shots". This is countered somewhat because point defenses / other Wings seem to preferentially target type 3 fighters (normally the most expensive) over 2, and 2 over 1, so the best fighters in a Wing disappear first. I'm not convinced this is true for EE fighters - PH.

    The Planets4.exe Beta 16 release notes state: - "New: Bases refuel fighter wings New: Ships refuel fighter wings New: A fighter wing's dock target will refuel a wing if the ship flies past the wing during movement." Tim has also mentioned: "Just park any ship next to the Wing. Refueling takes place after all movement is finished."

    In response to some questions on this, Sidewinder advised:

  • Q. You need an Air Attack Base to build Wings, and one of its functions is to refine normal Neutronium into high grade Fighter Fuel. So... can ALL Bases refuel a Wing, or only those with an Air Attack Base?
  • A. All bases. It's a bit unrealistic.
  • Q. Can you can build Wings at your homeworld, then send then on their way to the front line by Base-hopping? Normally the front line might be out of range, but if you can do this hey! Great! However, if you need Tech 10 Air Attack Bases at each base, it's not a useful strategy for early in the game.
  • A. It can be done (base-hopping), but the wing must stop at each base (can't just do a flyby), or you can run out of fuel because refuelling happens at the end of movement.


  • Wings and Mines


    A discussion on Wings from the Mailing List, December 2002

    Which explains a few things about How Fighters Work. Drew Sullivan:
     
    In general I find mixed wings better, and many small wings better than a few huge wings.

    In general I have found that for "fighter cover" cheap and numerous is the best (lots of 1s). The 2s and 3s (better more expensive fighters) shine at destroying ships but the cheap 1s are more cost effective or distracting at fighting enemy fighters.

    Markus Worm reported, April 2003:
    VCR and VCR-Report are not able to show wing sizes greater than 30,000. I just used a wing of 60,000 fighters, and when selecting it in VCR, I always got a display of 30,000. Also in the report after battle, there were no losses displayed (despite the wing has been fired at by numerous AAGs, and in fact had losses):
    Type 1 Fighter START:  30000   ENDING:  30000

    Nonetheless, the wing actually had more 60,000 fighters (have been displayed after building it) and still has about 59,000 fighters. This is just not displayed in VCR.

    Can you tow a Wing? No.


    Attacking bases from space
    The ideal base-killing weapon is the Blaster Cannon, which gets bonuses; otherwise, even small bases will survive several turns' bombardment with e.g. photon torpedoes. (500mm gun and antimatter gun get bonuses too, but aren't as good.)

    Lizards get a 50X damage bonus firing large weapons against bases.
    Q. Is the 50X damage vs bases factor for large Lizard weapons also in effect for base killer weapons like 500mm Gun, Anti-Matter Gun and Blaster Cannon? That way each shot could deliver up to 50000 points of damage! Whoa!
    A. Yes. . . but only 50X the weapon blast. +Normal extra bonus. - Tim
    Fighter pic

    Jon Nunn writes: I might be a couple of hosts off, but it seems that now ships with ground attack off tend to stay out of range of an enemy bases Ion Cannon range, while those with ground attack on will make several passes at the base.
    Fighters though make several passes at an enemy base whether or not ground attack is on or off resulting in getting shot up without returning fire if the enemy base has AA Guns.

    Protecting your homeworld

    The Evil Empire and Colonies of Man can move rapidly from the start of the game, and have been known to strike at neighbouring homeworlds as early as turn 10 in order to deal a knockout blow. Even if they don't destroy your main base, they hope to do enough damage to knock you back - maybe kill half your population, to cripple your economy, or destroy a key high tech structure.

    By turn 10 or earlier, you ought to have 1 - 2 ships, even just Nocturnes or similar, guarding your homeworld with the following equipment:

    In the event of a battle, your home base's fighters will attack the enemy. Your AA guns and Ion Cannon on the base will also attack him. These simple cheap defenses should make enemy attacks so costly that anyone planning a quick strike in the early game will lose most or all of their force, whilst doing little damage.

    Why Bases can only fight twice in a turn

    Drew Sullivan asked on the Newsgroup:
    When does combat occur?
    There are some conflicting opinions in the Mailing List as to when Combat occurs. Some say on tick 50, then every 20 ticks thereafter (tick 50, 70, 90, 110, 130, 150, 170, 190).
    What about at tick 200?
    Others say you have to spend 20 ticks within 5 LY combat range.
    What is the real answer?

    Tim replied (August 2002):

    At movement phase 50 all ships and wings within 5LY of one another and enemies will fight.
    After that it is a big mess. . .

    After that first fight at phase 50 any ship at all that has not been in combat in the last 49 phase ticks can START a fight and draw in all ship wings and pods within 5LY into a fight.
    So you can have a fight on phase 50 and then have a fast moving new ship move in at phase 51 and have it start a second fight with all the same ships that were in the phase 50 fight. . .
    After a base has been in a fight it will NOT fight again until phase 200. Phase 200 is very special: it is the last call to fight and all bases left standing must take part in that fight. . .
    Back during the dark times. . . we would sometimes have oh say 30 combat VCR's over the same planet as ships from hither and yon staggered in to attack a base. So it was changed to just have bases be in one first fight and then the end battle at phase 200 and the power of ship weapons verses bases was increased.
    If you want to attack a base with a ship it is best to just park the ship over it, that is plan on ending movement over the base and staying there a while.

    Afterword by PH - this all seems very sensible and fair, but I have heard occasional reports of people managing to use this feature where "bases can only take part in 2 battles in a turn" to initiate a minor combat before an enemy's main fleet arrives, and thus have time to get reinforcement ships there by tick 200 and save the base.. It shows that even the best rule can be abused, or used skilfully (depending on your viewpoint).


    Blockade

    Three or more ships over an enemy base stops them from launching any pods (blockade). Having one friendly ship over the planet after movement breaks the blockade

    There's a bit more on Blockade on the Evil Empire page, blockade section. Prisoner-taking races like the EE use Blockade to stop enemy colonists escaping, while they bring up some forces to Ground Assault the base.

    Tim: The blockade rule has been added to REWARD any empire with the power and the will to place its fleet over the planet of an enemy. It is a reward for being bold and taking enemy planets. I have seen too many cowards pod launch everything off of a planet just so my fleet would not be able to claim its prize. If you want to scorch the planets before me do so BEFORE my fleet parks itself in your sky. I favor things that make the game more agressive and bloody, blockades serve that goal. If you want to break a blockade all that you have to do is get one ship in orbit over the planet. You can send in a bunch of cheap high evasive ships set to flee. If just one gets away it will act as a screening ship for your pods the next turn and you can launch all the pods you want. Those blockade breaking ships are your heroic ones that rely on some luck to be successful. They are the ones that they will sing the songs about. Fortune favors the bold.


    Ground Assaults Pillage!

    There are only two types of ground assault:

    1. You are attacking an enemy base primarily in order to capture prisoners. In this case, the best thing to do is attack with thousands of High Guard using a Base set to "Kill Kill Kill" mode. See this bit of the main "How To Play VGAP4" guide for tips on how to train up thousands of HG. HG skip the normal combat phases of ground assaults (see diagram) so do not suffer losses, but are very powerful when it comes to capturing survivors in the final phase.
    2. Anything else. This usually means, either you aren't interested in capturing prisoners (because your race can't build prison camps etc to make money off them) and you're just trying to capture a base in order to get its natives, minerals and other loot; or, you simply want to defend your base against someone who likes using ground assaults.

    GA diagramFurther notes on Ground Assault can be found:

  • In the Evil Empire Guide on this site. (That link will take you directly to the relevant section. But the only information there not repeated here, is some stuff specific to the EE, like how to use Dust Off Pods.)
  • Dave Bandy wrote an article on How Ground Combat Works which is posted here . (It is a Word document.)
  • Some basic points to note:

    Other ground assault notes:

    There was a long thread on the newsgroup when someone asked how come 200,000 colonists had been captured by a handful of enemy troops? Tim posted this reminder May 2003:Mech1

    Colonists are very poor at combat and worst when it comes to surrenderings. .

       Their Surrender rating is 1 / 10000 their combat power. . .
       Crew are 1/100 combat power. . .
     
       A few troops CAN force a surrender. . . if the enemy does not have any defending troops.

    It is usually a good idea to keep a few troops on all bases and set them to KKK in case enemies try a ground assault. (Mechs would be even better, but are not as easy to distribute.)

    Some Ground Assault facts from Host Release Notes:

  • Colonists do not attack the enemy in a ground combat.
  • Ground assault units are 500X stronger than their rated power vs colonists (Except Lizard Colonists)
  • Ground assault units 200X stronger vs crew (Except Lizard Crew)
  • Ground base laser cannons Kill 100 troop, 120 crew and 500 colonists each - and a single mech - but I suspect they get to shoot last.
  • Lizards can capture an enemy base without having to destroy the enemy assault units.
  • It is said that Assault Pods won't take part in VCR's if they are not set to attack ships. So it is difficult to shoot them down before they land and create a Base.
  • Q. How can I tell how many High Guard and Troops guard a base? It isn't shown on the Base's Data Pad.
    A. (1) Set that base as a transport target and then check out the #'s. (2) Check that base out in the Data Grid and Select Type: Base / Colonists... the data pad will tell you if there are mechs, lasercannon or other obstacles there.

    Mech2 Mark MacWilliam writing about EE ground assaults:

    If you're landing an Assault Pod for Ground Assault, Beam at least one person onto the surface of the planet during the same turn.  It appears that the base is created first and thus the pod can land without incident, while assault pods that are landed on planets without bases (of yours) seem to have to survive withering fire to make it down to the surface.  (This may or may not be a bug.)  The pod seems to set the base to Kill! Kill! Kill! when the base it forms, merges with the one formed by beaming someone down; so the space combat, ground combat, and capture of the enemy base should all happen that turn.  (If you didn't use the pod the base would be set to Peaceful and you might have to wait another turn to attack the enemy).  This can be devastating, especially when combined with hyperjumping, so the enemy need not be aware that you're even in position to attack a given planet.  "Surprise, you're dead!"  You can even use a Mig to do an unstopable hyperspace attack this way. The Mig may die, but you can capture a big ground base this way.

    With colonists ineffective on the battlefield, you will find it ridiculously easy to capture almost any planet you can get to.  Most people have few troops on any planet except their training worlds, and very few mechs.  Even if your ship gets destroyed, the base creation and pod landing should have happened before combat, so you should still take the planet over.  The only way the enemy can stop you is by boarding your ships as they arrive or stopping them from  getting there at all.  I don't think this will last, but while it does be on the lookout for behaviour that seems to have either of those ends.

    There seems to be a major bug concerning ground assaults with pods. Pods seem immune to combat so will always survive even if the ship that delivers them, does not. At first people thought it was something to do with arriving before movement phase 50, but David Ouimet proved it happens every time you try ground assaults by pod.

    Raid Shelters and Undercities

    Q. I noticed that on the structures screen, raid shelters say they protect "100k people from orbital attack"; in the help files, raid shelters protect "10k people". Which is it?
    A. The correct number is 100k The help files are wrong.
    However - no one is sure raid shelters or undercities actually help protect your population!

    Chris Olin wrote, Dec 2003:
    Undercities and Raid Shelters are very useful against attack.  For
    shelters to be effective you need to have then just 1 for ever 100k
    colonist.  As near as I can tell shelters soak up alot of the bomb
    damage and will reduce the amount of damage suffered by other parts of
    your base.  Undercity are almost imposiable to destroy from orbit.

      Laser Cannons I would only build as a last ditch thing, if for example
    you suddely discorver a cloaked ship has droped troops on a lightly
    defended base, training center will not help you in time, but a few CLs
    will atleast cut down a few of the bad guys before they take the base.

    Base sheilds are an odd beast; normal ships can not touch them, but a
    super weapon or a good fighter wing can cut through them like butter.

    ...Normally you control the space above a fight before you send in your pods.   Or at the very least set the transport's carrying them to the second wave of the fight.


    Fleet battles

    Picture of a sample VCR
     
    In the example screenshot, players 1 and 3 are using good tactics, and player 2 is not, unless he was expecting to face lots of Wings which spread out rapidly and are more rapidly killed by spread-out ships. Incidentally, the combat map has a radius of 1000 units, it is 2000 units across the combat screen. Ships using e.g. a "Standoff Range" of 800 try to keep almost half the screen between them and their target. 

    Fleet battles in VGAP4 are not a series of one-on-one duels. Everything on the screen except bases can move around independently, obeying its orders as best it can. As time moves on, ships begin firing at their nearest neighbours, which inspires them to return fire, and also to back away. Ships and Wings quickly disperse and a huge melee develops. Hurrah!

    The screenshot illustrates how concentrating all your ships in one place, to concentrate fire, is a Good Thing. This is actually a very old principle of naval warfare, and is generally called "Lancaster strategy" after an admiral from the Napoleonic era who developed it.

    The way to bunch all your ships together is to set them all to the same attack vector. Setting them to second wave helps too - in the screenshot, which was taken around tick 305, race 2's ships all arrived on tick 1 and had lots of time to spread out.

    The combat area is pretty large. So long range weapons are still useful in crowded melees, because ships are cowardly and tend to back away when hit, sometimes before firing their own weapons.

    People are always thinking up new ways to use fleets. Enough medium ships can overpower a big one. However, small ships have great difficulty in winning against two or more big ships, because instead of all concentrating on one at a time, they get confused and split their attention, which usually results in complete annihilation of the small ships. But there are ways around this...

    Drew Sullivan mused as follows:

    One thing that is striking (to me) about VGAP4 combat is that it is nearly always totally decisive (one side gets completely obliterated) and also the combat is "brittle" or "tippy" ie if I have 20 ships vs some enemy fleet I lose them all, but with 23 ships I win but have only 6 ships left, but with 25 ships I kill all the enemy ships and take no loss myself. A small edge in combat makes the difference between him losing everything/me nothing and the combat going the opposite way.

    So the real key to combat here is to win. <G> I mean you really really want to win the first battle vs an opponent. That will likely weaken him but cost you nothing (no ship losses for you) so the next battle against him will be a walkover.

    To me, that seems to make scouting (so I can see what I am going to hit before commiting to the battle) and speed (so I can attack or run depending on what I see) very important. Probably more important than the Huge Ships vs Many Ships decision.

    A tip about Fleets
    I have recently noticed that it is probably a good idea to make your fleet leader a small ship, not a big one. That's because if you hit minefields, at least Novas and Barbitics, the small ships tend to take a lot of damage quickly and stop in space. The big ones carry on a bit. This splits up your fleet and makes it vulnerable.


    Fleet design tips from Mark Heinrich

    What you need to look at in the survival equation is the relative cost of the ship.  Do not put expensive weapons on a vulnerable ship.

    Consider that most people avoid setting "attack soft".  Your big ships will attract the most attention.  What you want the support ships to do is wander around clear of the fray firing PD while the enemy wings spiral aimlessly about.

    If the primary threat is fighters, the key is to field as many ticks of PD fire at minimal cost.  Considering most fighter fire rates the answer is to make the assumption of maximizing PD, thus swarms of cheap ships.

    An advantage of Swarms that I have noticed (unscientifically), is that both ships and fighters tend to clam up if they get hit.  If fighters get hits from multiple sources they are less likely to zero in on a target or fire.  Ships are vulnerable to concentrated fire, and fighters are more vulnerable to distributed threats.

    Ord sharing in fleets happens during movement phases between battles.
    "Can fleets share Repair units?"
    Yes.
    "Can they share stuff in pods they have docked?"
    Not until the stuff is transferred from the pod to a fleet member.

    How to kill a lone big ship with little onesTreachery!

    Here is a really neat strategy for taking out big ships.

    I thought of this to help a Lizard player who was trying to take out a Borg Annihilation class Cube approaching his homeworld.

    Even four T Rex's (the Lizard's top ship) weren't enough, because as soon as one got near, the Cube would bring 20 Pulsed Phasor Cannon  to bear on it and it would be rapidly vapourised. Unfortunately there seemed no way to make the T Rex's attack the Cube in precise co-ordination. (And the Lizard player's tech levels were not up to PPC's, which didn't help.)

    We tried simulations with Lizard Wings. With swarms of Lokis, Lizard Class Cruisers, Lokis pumping out holo decoys en masse, etc. Nothing worked. Then I thought: what if the small ships were set to act as a screen for the T Rex's? The Cube would tend to fire at the nearest target so let's distract it, form a screen for the big Lizard ship with small ones we can afford to lose. But the  trouble with controlling ships is, they tend to back off if shot at. So I set up a simulation thus:

    1 T Rex (15 blaster cannon)  with  a standoff range of about 300
    11 Vendettas (high attack and evasive bonus, very cheap). Armed with Photon Torps, cheap engines and so on. Attack settings:

    They still backed off when shot at, but their high evasive bonus stopped them being hit all the time, and their long range Photon Torps allowed them to be effective even when a little way away.  Many were killed but when the dust cleared the Anni was dead, the T Rex was alive and the Lizard losses were cheap.

    After studying this idea, experts like David Ouimet and others have found that 'small' fleets like this, using a front line of throwaway ships, lose their effectiveness if there's more than one big ship to take out. In that case, they mill around and break up, thus becoming much less effective. And even a few enemy Wings will completely confuse a mere 16-ship fleet and dissolve their cohesive attack. The next stage up in the arms race is Swarms, which extend the mobbing tactic to a ridiculous degree in order to take on a group of big ships. Warning: not all races' hulls are suitable for Swarming.

    Swarms
    Warning: Swarming tactics were greatly affected by changes to how Small Weapons work in Hosts 151-155. For example Exotic Tech no longer boosts Pulsed Lasers. Only Disruptors, Phasors and Tachyon Guns can hit Soft Spots. Streak Missiles and Tachyon Guns ignore targets' evasive bonuses. Some Xenon Beams are useful for Swarms as they prevent enemy point defenses firing. Meson Guns suppress the enemy's Large Weapon fire rate. Positron Cannon are the ideal anti-Swarm weapon, preventing enemy Small Weapons firing. Feds get bonuses with Phasors. Stormers, Feds are immune to some of these effects. I have not yet re-edited this document to allow for these changes.

    Some races don't have big capital ships. Instead they rely on sheer numbers of crap ones. These are known as a Swarm.

    Swarming races typically have small ships which are really cheap (like, 100mc for a warship hull) and either a high attack bonus, [which means the ships are suicidal but will each land some shots on the enemy before dying,] or high evasive bonus, which means they are tricky to hit and last a while.

    GleeOne really funny way to kill a lone big ship with a Swarm is to build 100 (say) Small Transports, and set them to all have the same attack vector, and Ram. Small Transports are good at Ramming bcause they have a high attack bonus. If you try this simulation, you'll see the Vendettas destroy the big ship by head-butting it en masse. I'm not sure it's very cost-effective, and you lose a few dozen Vendettas, but it works.

    When using Swarms, the uniformity of a swarm leaves most the damage on shields (which is a good thing because there is usually no armor and minimal hull behind them). Boost the shields with Exotic Tech. Typically you might lose only 20% of your ships.  Ships are either destroyed or undamaged.

    There are arguments both for and against using Swarms. I think it all boils down to this:


    Swarms are best for
    Both options are viable for
    A few big ships are best for
    Centaurs
    Scavengers
    Feds
    Crystals?
    Stormers
    Aczanny

    Birds
    IMT
    (Players who have access to alien hull plans which open up the opposite strategy)

    EE
    Robots
    CoM?
    Borg
    Lizards?
    Robots

    And perhaps Privateers should "never" fight. I don't know what's best for all races.

    There have been many newsgroup postings on whether Swarms or A Few Big Ships are best; but it depends on the race you play, the hull plans you have access to, your tactics, and what you are fighting against; so there is no absolute Last Word in the matter.

    Don't rely on Large Weapons when using Swarms. They're not cost effective because you will lose many ships: Swarms rely on cheap small weapons and exotic tech.
    You need to outnumber enemies' big ships at least 20:1
    You need appropriate anti-fighter weapons, or Wings will tear up your Swarm

    Before Exotic Techs were introduced into the game, it was true that a few large ships were generally better than many small ones. The reason for this is the chaos of fleet action, the small fleet will get broken up easily and eaten one by one by the larger ships (which concentrate their fire more effectively).

    But Rob Weisenbaum did a comprehensive set of simulations and a cost-effectiveness analysis of Swarms vs A Few Big Ships in May 2003 and publised the results on the mailing list. He found that if you add exotic techs, the masses of small ships win hands down if you have enough of them.  Small Weapon Exotics turn the tables drastically.... it holds up as the number of ships on both sides increase.

    The experts are divided:


    Swarms are good because... (the Drew Sullivan / Mark Heinrich view)
    Swarms are bad because... (the David Ouimet / Admiral Quixote view)
    Swarming ships in general will tend to use less minerals to build than a fully loaded battleship of any design (partly because they use mainly small weapons).
    Swarming ships just totally overwhelm enemy point defenses, especially as their numbers increase.
    Overall (not just in VGAP4) "more" beats "better". The reason is a little long but a short answer is that as the two sides degrade each other over the course of a combat, the "better" ship when blown up is a bigger loss than the smaller ship. "Ten percent more ships" is better than "ten percent better ships."
    [Like fighters,] Deth Specs (for example) are brilliant once you hit a critical mass.  It is weird, but 12 will get smoked against a single Annihilation Class Cube, but 18 can take out two Anni's
    .
    Swarms have more PD and chew up fighters faster
    If you have Ghips churning out free engines, Swarms are very cost-efficient
    You can split a single ship out to intercept a scout or kill a base you are passing

    Swarms are effectively imune to most superweapons, and boarding. (So you lose one ship. Who cares?)

    Swarming ships suck up your available resource points.
    The Small Weapon Exotics are only good if you have the 18k a turn to upkeep.
    The maintenance is a bit of a pain
    Big ships can laugh off a few detonating minefields, while small ships will be crippled.
    Big  ships are harder to board (but this may be a toss-up since the loss of big ship hurts a lot more than allowing the enemy to board a tiny ship).
    Small ships (under 100kt) need to fear Gun Zeroes or Stellar Matter Launchers, Big ships can take quite a few hits before one needs to worry about it.
    Swarms tend to scatter around the map and break their fire up against multiple targets. So swarms work as long as there are only a few targets, however should the enemy throw even a couple of fodder ships into the fray the value of the swarm goes way way down.

    Swarms are highly vulnerable to Nemesis Torpedoes.

    Drew Sullivan (an experienced Swarmer) mentions: " I consider cost effective to be if half my swarming fleet survives, especially if the build costs of both sides is roughly the same."

    Gabor Toro has a few rules of thumb for swarms:. I'm not sure I quite agree with them, but I could be wrong:
    1) no LW on the swarms because ships when they are hit by LW tend to evade back. Swarms tend to follow and spread early.
    2) The swarm must big enough to eat the shields and armor of the first targets in a few ticks. So we are speaking not about 10 Loki against 1 Cube but 30-50 Nefs against one Cube.
    3) Only use pulsed laser and 35mm when against ships. Only flake cannons when against fighter. only flake cannons when against fighter and ships.
    4) Choose ships with the high (No. of SW + No. of PD)/(Cost*Mass) values, and from these use ships with high attack and/or evasive bonus.

    Huge fleet battles

    The biggest battles I've seen had about 200 different Things in them, but I've heard of battles with thousands of wings, ships etc. There doesn't seem to be a limit!
    Here are some tips from David Ouimet about the use of small ships in big fleets:
    Flee!

  • Cannon fodder ships ... are a great way to deal with a super weapon fleet, as you can send in the junk ships early so sometimes it will fire on them rather than the incoming battleships.
  • Photons and Streak Missiles [long range weapons] are good choices for your throwaway ships.
  • Also remember that a ship's "hull speed" determines how fast it moves in combat. Slow ships don't move very fast, so are harder to break up. :)
  • Note that Swarm ships lose effectiviness if the enemy has ANY fighters, and the fast firing weapons like a Large Turbo Laser Array will eat a swarm like this alive.

    Imaginative use of First and Second Wave can give you an edge. Remember that fighters cannot be set to arrive in the 2nd wave. Fielding a lot of cheap ships in wave 1 with cheap anti-fighter defense, and holo decoys, may get them all killed; but it gives them up to 300 ticks to disperse masses of holo decoys and whittle down fighters before your expensive ships arrive.


    Advanced tactics

    One nasty strategy my enemies used on me once, was to target my bases with Government Centres and the contraband etc to pour cash into them. After a while, I couldn't afford to maintain my Exotic Techs, and I lost the edge in a lot of battles. It was probably the turning point of that game. We used the same trick on Jon Nunn (a legendary Borg player) later, and it helped bring him down.

    Here are some points to think on:
    Kill enemy population or outbreed him, to deny him Resource Points.
    Pop ships (glory devices).
    Alien hull plans.
    Minefields. Even grav mines are useful, because they damage enemy engines by random amounts, and scatter fleets passing through them.
    There is no combat in the first 50 movement phases.

    Exotic Techs

    I mentioned some basic points about the funding, etc of these in the How To Play Guide, but I didn't discuss the combat-oriented ones. Some points to note:

    Fighter races will always try to buy Sand Shields as soon as possible, as it relies so heavily on fighters. Assume they have it by turn 20 and don't assume your sandcasters will do any good after then. but you should still mount the occasional SC on ships because they're still good at destroying Holo Decoys, and it forces the fighter races to spend 5k / turn maintaining Sand Shields.

    The Best Exotic Tech for combat?

    When fighting big ships there is one Exotic Tech that stands out if cash is short.

    Armour is an often overlooked part of the game. Many ships have thousands of points of shields, but few have more than a token amount of armour and it often doesn't seem to have much effect on a battle in the mid game. Then one day, you come across tech 10 ships with thousands of points (or Lizard ships, with armour bonuses) and suddenly they seem unkillable. Large weapons on average do less than half the damage to armour than to shields.
    Now, people normally choose their large weapons pretty carefully on big expensive tech 10 ships. They are usually Pulsed Phasor Cannon, Gatling Phasors, or something else awesome. And here's the interesting thing. You can almost guarantee that when your own big ship fires its first broadsides of (say) 15 PPC's at the enemy, it will take down the 3000 points of shield in about 2 volleys, assuming enemy PD's stop some shots. Say 16 combat ticks (less, if you're using gatling phasors). And similarly, the enemy will have blown your shields more or less away in the first exchange. Now the question is: how fast can you eat through his armour and hull and dispose of him?

    Probably pretty quickly, but he's doing the same to you. But wait! Tech 10 ships normally have 20-30 small weapons too. And with a max of 10 PD's, who's going to try stopping those when there's a barrage of Large Weapons to worry about?
    Due to recharge time, PULSED LASERS, combined with Exotic Techs to boost armour drain are the best bang-per buck you can get against most tech 10 hulls in the end game. Rather than pulsed lasers, you might possibly want to use a longer range (but slower firing) small weapon.

    Summary: To destroy an enemy ship you need to destroy its shield, armour, and hull. Since there's no Exotic Tech you can buy which boosts hull (Blast) damage, and shields evaporate almost instantly in these kinds of fights, the best strategy is to boost Small Weapon Armour Drain rather than waste cash on boosting large weapons.

    How to capture ships

    There are at least three ways to capture ships:

    Capturing through combat:

    Destroying Systems: You can use Sandcasters to destroy a ship's shields and Ion Cannons to destroy the Systems, this automatically captures the ship the same turn. Actually what happens is the ion cannons destroy the ship's Systems, ie life support, and the crew dies. You then automatically capture it. No need to beam over crew. Note also that the ship won't start fighting on your side mid-battle: during the rest of the combat it floats around with a little "disabled" label next to it: you find it in your possession at the start of the next turn, but it will need repairing before you can use it. (No systems --> no life support for crew!)

    Always carry some supplies with your fleets, so repairing life support is not an issue.

    Killing crew (rare): If you kill all the crew but life support] Systems are still OK, ships can switch sides in mid battle. They get a nominal 1 crewman of yours, I think. To kill all the enemy crew, requires remaining shield and armor to be so low that the ship will already be pretty beaten up. At low tech levels, Disruptors, Streak Misiles, and Merculite Rockets are good for this tactic. At higher techs, Xenon Beams and Antimatter Guns are better.

    Capturing by transfers:

    You can't unconditionally transfer crew onto enemy ships. (Except Stormers and Feds can do that: it's a special racial power... Feds are also immune to boarding - even boarding lasers - even from other Feds and Stormers - unless their ship has >50% System damage). Most races need a boarding laser, or the enemy ship needs to be a bit damaged when you try the transfer (It needs some shield or system damage to become vulnerable to crew transfer). There is a Ship Device on a University Alliance ship called a Transport Inhibitor which prevents Transfers occurring about 40% of the time. One such ship can provide a measure of protection to an entire fleet.

    Ships captured by crew transfer immediately switch sides and fight for their new owners. So a favourite tactic of Stormers and Birds (who have strong High Guards for boarding) Is to encourage an enemy into a fleet battle. When he runs the VCR next turn, he finds several of his best ships were fighting on the wrong side..!

    The boarding laser device punctures the hull, doing a little damage and killing some of  the occupants, which makes it easier to capture when you transfer troops over (simply using a ship's "Transfer" function, like you would beam troops down to a planet) next turn. Thus, it can be used only once a turn. The number of enemy killed is proportional to the number of people you beam over.

    The best time to try to do a capture is during the first 50 movement phases. There are 200 movement phases, and ships move S/200 (S=speed set for the ship) LY a phase. During the first 50 of these phases, no combat occurs, which means that if you can send in a nearby ship, send over a boarding party, then run away all within the first quarter of the phases (set yourself to a high velocity and be nearby), you will be able to capture a ship without having to fight it first.

    Q. Do passengers in docked pods count towards the combat calculations for a boarding action? If not then I think that they should, especially if it is an assault pod. A life pod with carbon freeze switched on may or may not be able to count (they are sleeping and might not wake up in time).

    A. No, they are of no help during the boarding first action. But they will attempt to reboard the ship if they are under orders to do so. You could run around with assault pods set to board. - Tim

    Note: normal Transfer range is 3LY, but if you use a Boarding Laser then it's 5LY. (Newsgroup posting by Tim, 9th June 2004.)

    Capturing ships with Assault Pods

    Assault pods floating free in space (for example, in orbit round a planet) can be used to try and board and capture enemy ships. In practice, I've only seen about 1 in 20 manage this; but others report success rates as high as 50%. Maybe it depends on whether there are WIngs or Phasors on the enemy side (which make short work of Pods). However, there are two things you need to set beforehand:


    Capturing pods:

    Q.
    An ally has dropped a pod for me and one of my ships is in the area.
     * Do I just set the ship to "capture" or do I need to attack it somehow?
     * Do I need a pod bay to capture a pod?

    A. Capture (in the NAV screen) will work.  Alternatively, your ally could just dock it to your  ship. You don't need a pod bay to capture it, but what you can do with a pod  is limited if you don't have a pod bay. You can upgrade from it, if it is an outfit pod. You can load fuel/ord/whatever from it.

    You can boost a pod and set it to dock to an ally's ship.

    Note: captured pods stop moving.

    Economic warfare, using Gold Pods to raise enemy crime

    Here is a threa from the Newsgroup in January 2005:
    >If I sell contra via a gold pod.  Does the seller get any crime? If so,
    >where?  How about player (buyer?) with planets near the selling pod?

    The seller will not get any crime, the base one the buying end will get a
    massive dose of crime.

    >If I sell contra directly on a planet, I get 5+ crime per unit sold.

     Per type, and it varies from race to race, the newest planets4.exe will tell
    you how much crime will go up when you sell something.

      The more your race likes a contraband the higher the crime increase will be.

    >Is that correct?  That means selling 400 spice would generate 2000
    >crime.

    EKK!!!!!  NO

    With most races selling 400 spice will generate only 5 points of crime. . .

        It is at least 5 points per sell and not per unit.

       Selling 100 is as bad as selling 1000

          Tim

    Lordfire: selling contra to the enemy is, as it is now, real powerful. But not
    only hyperjumpers but also cloakers are perfect for special "marketeer
    missions"...
     range - At the moment it is 50ly. You don't want an increase of that range, do you?
    I am fine with 50ly but the amout of crime generated should be reduced!

    Checked the online help:

    "Contraband can be used as a weapon to cause chaos and unhappiness on enemy
    bases using gold pods . Load a gold pod up with contraband fly it to within
    60 ly of an enemy base and set the gold pod to sell the contraband to a
    target enemy base. The megacredits will end up on the gold pod next turn and
    the contraband will end up in the hands of enemy rouge colonists that will
    incite disorder and chaos on the enemy base. "

    Lordfire

    Do anyone knows if you always can sell contra to your enemy with pods ?
    Everytime I tried this I have to stay there for 2 rounds within 60ly:( This
    is one round to long, I do think, fo using this real effective.

    Did I do something wrong? Or is this so by design? Anyone knows?

    Greetings
    Sebastian

    This is how I use it as a Priv:
    Turn 1: Launch & dock CB pods. HYP in at 70ly distance to the target
    base. Move 10-12ly towards the base to end movement within 60ly.
    Turn 2: Set pods to sell to target (as far as I know contra is sold to
    target base before movement) as well as "transfer to ship". Set the
    ship to BDM and return to base.

    Hope that helps.

    Fabian


    Sorry but you are both wrong. It's 60 ly and I am sure since I use it
    every turn in a game I'm in playing the Priv. It seems to me that this
    is the best way a Priv can finish off a HW in early game if GA is not
    possible due to lots of enemy troopers.

    fabian

    Have you tried "Pod Drive-By-Selling" That rocks !

    Splitted

    In my last game an evil Rebel sold to my home world 800 kt kerria
    crystal artefacts. (I was playing the Lizards, about 4 500 000
    colonists in this base). Afterwards the crime rate was higher than 200
    and my economy broke down.

    I am not sure, but I believe that this happened before the last host
    change[185]. So it might be the case that Tim already changed the effects of
    selling contraband to enemies. If not, I suggest to do it!!! Otherwise
    this will be a very strong weapon. (Especially in the beginning of the
    game when your population is not spread out and you don't have a big
    fleet and a lot of mine fields which can defend your area against
    cloaking  and hyperjumping ships with pod bays.)

    Susie


    Miscellaneous tips

    Unlike VGAP3,  ships can fight with no fuel.

    The VGAP newsgroups and mailing list are full of opinions. But as someone said during one heated argument: "I don't like this one point of view to take 1 constructed situation and then compare the result with the costs. It is an idiotic way of argumentation, cause the game is so complex and influenced by so many factors." Remember - it's just a game!

    SAVING VCR'S: When you view a VCR its saved in the temp directory as temp.vcr, this file can be saved to another location under a different name for later reference. Just remeber the temp file is the most recently viewed VCR.

    The Chain Effect

    BUGS AND LOOPHOLES: Hopefully Tim will fix these. Some people use them, others figure it is cheating. Personally, I use them , but I tell everyone else how to take advantage of them, too.


    Sneaking fleets into enemy space unobserved  -
    Planetary scanners do make some difference to warp signature.

    If travelling in a fleet designate one ship the sensor ship and turn off ranged and planetary scanners on other ships in the fleet.
    A ship in orbit around a planet and not moving is 5 times harder to detect on enemy scanners.

    Don't do this: I sent a cloaker with that with "Attack Ships" turned off, but "Attack Bases" turned on, to an enemy world.I figured that if I came across an enemy ship I could capture it by crew-transfer without combat.

    However, the cloaker initiated a combat versus the enemy base it discovered, and this allowed the B200 there to attack... and the "Attack Ships" switch being Off, the big ship was beaten up by the small bully.


    Fleet composition and management
    To reduce micromanagement, use the Groups screen. Use Escort. Use Fuel and Ord sharing.
    Take plenty of Ordnance, mainly on one ship.  If it's mainly on one ship, it can't be stolen so easily by Privateers.
    Take Minesweeping ships in a fleet.
    Take Fuel, Ord and Repair Unit Resupply Pods docked to ships. Set Pods to Transfer to Ship. This will replenish ORD and Repair Units used. Set the "Transfer to ship" switches on.


    Q. How can you tell how many hull hits a ship can take? Is it the hull mass? And if a weapon does 1 in damage it will take 100 hits to blow the target up (via hull hits)?
    A. If you have a weapon that does exactly 1% of damage to the ship's hull. 100 hits will destroy the ship.
    Damage is measured in units as small as 0.1%. to 2000% per hit.
    The raw power going into the hull is a function of weapon blast power and the power of the weapon to do damage to parts.
    Resistance to incoming raw power is a function of the target ship's resistance to parts damage and hull mass. Lower hull mass causes a ship to take more damage with every hit.


    Experience and skill:

    Ship Experience helps in combat and in laying / sweeping mines.
    Ship Skill helps in boarding actions.

    Gaining Experience:
    This is normally through combat only, though Privateers have special rules.
    Tim once stated, "when you beam crew to a new ship from a highly skilled ship the skill and experiance is transfered. If you beam crew up from a planet they are assumed to be rookies."

    Doc observed, in Jan 2005:

    Very Little, if any, Experience is obtained from Capturing an Enemy Ship**
    Very Little, if any, Experience is obtained from Destroying an Enemy Base**
    Experience is obtained from Destroying an Enemy Ship

    **(I assume because alliances can be set up to cheat and gain too much experience with no loss)

    Additional Factors in Large Combats:
    If an enemy Base in involved in a Muliple Combat, Experience gained is greatly limited.
    If an enemy Ship in captured in a Muliple Combat, Experience gained is greatly limited.
    If all enemy Ships are destroyed in a ship v's ship only combat, the experience gained is amazing.

    Gaining Skill:
    Ships built in the old, traditional way have higher Skills than Quick Built ones.

    Q. Just how much effect will Crew Experience have on a battle?
    A. At most a 70% bonus in chances to hit an enemy. It also helps with boarding actions.

    From tims discription of the Privs:
    a.. Boarding attack power for troops increase at a rate of ( Experience / 100 ) So an experience level of 240 gives a ship a 240% boarding combat bonus.

    Note: Privateers gain ship experience when they use a boarding laser, cargo grappler or hull plan napper.
    Priv are able to drive
    exerience up quickly wihtout fireing a shot...again, this is a race specific trait,
    but the technique works for anyone, just requires more work....so...Stormers
    should be able to get exp up high on ships easily as well...birds and borg
    likewise....they just dont' know it yet....and I'm not about to tell them.

    You can simulate experience with Diplomat. There is an editable field near the top of the Add Ship field.

    Cocomax wrote:
    > The effect maxes out at around 700 points
    >              '// Experience              If m2_cob(tid).experience > 100 Then
    >                r = 1 - ( CSNG(m2_cob(tid).experience) * .001 )
    >                If r < .3 Then r = .3
    >                rOdds = rOdds * r         ' Doc observes: So this reduces the chances of incomming fire to hit to a Miniumum of 30% of the original chances to hit.
    >             End If                    '// Experience
    >             If m2_cob(cid).experience > 100 Then
    >                r = 1 + ( CSNG(m2_cob(cid).experience) * .001 )
    >                If r > 1.7 Then r = 1.7
    >                rOdds = rOdds * r         'Doc observes: And this increases the chances of hitting to a Maximum of 170% of the original chances to hit.
    >             End If 


    The EE's Emperor's Shuttle is just a Mig, but when it arrives on turn 10, it is said to have 8,000 experience and it is meant to be able to kick unexpected amounts of butt. [I don't think that's true - PH]


    Special combat powers of different races

    Some races have strange powers - for example, if you use a "beam" weapon against Crystals, they actually absorb some of its energy and charge their own weapons (fire back at you) faster. (A "beam" weapon is defined as one which does not use Ordnance.) Contrariwise, Crystals take double damage from ord-based weapons. So you may find a Fed Nebula with Blaster Cannon is effective against the Crystals, but not so good versus Rebels... I may expand this section one day. Or maybe someone will write a page I can link to? (Hint, hint)

    Lizard combat changes Is the 50% resistance to armour drain in effect for a)all ships under Lizard command b)all Lizard ship designs in general for whoever uses them or c)Lizard ship designs under Lizard command only? >> a) all ships under Lizard command >>


    Info from Tim, Jan '00
    If the final percentage chance of hiting is less than or equal to zero, it's forced up to 1%.

    Odds of greater than 100% are only one automatic hit (no double damage chance [like RPG adventure games])
    - Jon Nunn


    Q. If you attacked a star with 2 planets, would invading fleets have to fight 2 planets and their fighters etc simultaneously?
    A. You would fight one planet then the other.
    (In practice, stars only have 1 planet, but since combat range is 5LY, it is theoretically possible to attack 2 bases "simultaneously" in dense clusters. I've tried simulating this, and it definitely results in 2 VCR's with only 1 base present in each.)

    Ramming

    Q. How much damage does ramming do? Ie when is it worth ramming?
    A. It depends on the size of the ship ramming and the shield power of the two ships. A ship is better at Rammng if it has a high Attack Bonus.

    I have untangled a Ramming algorithm Tim sent me in July 2004.

    Ramming algorithm is called if a ship set to ram is within 25 units of its target in VCR.
    [The 25 klicks increases to 125 for IMT]
    Both ships can be damaged.
    High Skill helps you ram, and evade ramming, by adding to your combat speed. If the attacker's speed is greater, ramming occurs. There are random factors in the code too.
    Damage varies as (hull mass of attacker x its speed) x 100 / (victim's hull mass + 50)
    Ie, a high mass or high speed attacker will do lots of damage to a little ship
    First the shield is damaged. But at least it absorbs some of the blow.
    If the remaining damage exceeds the remaining defender's shield strength, damage then carries through to the ship's engines, systems, etc. It can even hit the soft spot of a ship.
    But first the defender's armour comes into play. It acts like the shields.
    Then the damage is successively (??? Or simultaneously?) implemented against the ship's:

    1. Hull
    2. Engines
    3. Hyperdrives
    4. System
    5. Life Support
    6. Shield Generator + Weapons
    7. Soft Spot

    Following this the code checks for damage to the ship doing the ramming!

    Damage varies as (hull mass of attacker x its speed) x 100 / (ATTACKER's hull mass + 50)
    Ie, quite a lot of damage. The key thing here is that the Attacker's hull mass is in both numerator and denominator, so this damage is going to be nearer unity.
    I think this boils down to:

    Big ship (especially big fast ship) Ramming small ship does lots of damage to small ship and a little to itself.
    Big ship Ramming another high-hull-mass ship does only a little damage to either.

    CONCLUSION: RAMMING IS BEST AGAINST SMALLER SHIPS THAN YOURSELF.


    High Guard

    If a ship with high guard is destroyed or a base with high guard falls to an enemy, most of the time the high guard will be able to make an escape. They will in time gather on one of your bases. The only sure way to kill high guard is with other high guard. - Tim, Jan '00

    Highguard VS Highguard duels take place during ship boarding actions. I've seen the code for this. Up to 100 HG might die this way. Such duels are only initiated if the HG have very high combat factors (>400), which in practice means only EE and Rebel HG.

    Although High Guard do take part in ship-to-ship boarding actions, and can be killed that way, they do not actually fight in ground combat. Incidentally, High Guard are never lost in space battles or normal ground assaults (except in the final bloodbath if a GA progresses as far as the Surrender phase). Even if the rest of the force is wiped out, Cap'n Kirk usually makes a miraculous escape and shows up on a nearby random colony or ship a couple of turns later, leaving the peasants to hold off the enemy while he "gets help".

    HG on ships no longer help in combat, but they do help Wings' accuracy. HG on ships and bases theoretically help prevent Spy attacks on them (unproven). HG on Bases help in ground assaults. HG on ships help some races' special powers, for example, the Feds' Scotty Bonus.

    Q. Do HG protect vs spy attacks on a ship? If so is one HG as good as 20?
    A. 1 to 19 might do the job... 20 or more will ALWAYS protect the ship from spy attacks

    Tim added limits to the rate that HG that can be trained at, saying: The High Guard are suppose to be special and very powerful. . . building 10000 training centers and turing out millions of High Guard on one planet is silly. If it is all that easy why even bother fighting the enemy when you have an unlimited source of high guard and you can just board the enemy to death. . . Things that are just too good to the point of over shadowing everything else must be toned down to bring things into balance.

    A maximum of 1000 High Guard can be trained per base per turn, the base can train more High Guard if it has a food stock pile in excess of 1000 units. It can train 1 extra High Guard for every food unit over 1000 units it has. For example, if you have 20000 food units you can train 20000 High Guard a turn.


    What determines a ship's speed in battle? Different ships blunder around at different speeds in a VCR. Big change in 2005: Max combat speed is based on the max hull speed and its mass. Engines do not matter. Battlestations (space stations) have some combat speed, it is just the lowest of all ships.


    How much damage does an exploding Barb field do ?
    One minehit will destroy a 100 kt ship. An exploding barbitic field does about 1/3 of the damage that an actual mine hit will do. Yes a single mine hit will kill a hull up to 100 KT. But exploding the same minefield is very weak compared to a mine hit. 2  barbitic fields exploded over a Nefarious will not kill it. 3 might, 4 will.



    New stuff, not yet edited in

    New: The power of weapons to push back an enemy ships decreased by 50% and ship with a mass over 900 are immune.

    New: Mass effects how fast ship can change speed during combat

    New: If a ship has less than 50% crew its weapons will begin to malfunction during combat. The percentage crew that you have is the percentage chance that a weapon system will work.

    New: Ship have a new combat setting that allows them to AVOID combat with an enemy base they are over, when this attack setting is one the ship CAN NOT use its large weapons to damage the enemy base.

    New: Ground bases have a highly experimental attack option CAPTURE. Your troops kill far less enemy colonists and take 3 times normal losses. This attack is very useful when attacking enemy bases that are almost all colonists.

    New: Fighter wings that are NOT set to attack ground targets will STAY AWAY from the base to avoid AAA fire.

    New: Ships can avoid attacking the base under the ship, when the ship is set to avoid the base the large weapons can NOT be used to fire at the base.



    KKK mode has disappeared. We now have:
    Peaceful
    Roaming Defense
    Deep Ground Patrols
    Attack + Run
    Crush Kill Destroy!
    Capture!

    The bug that causes Attack and Run to always block Kill Kill Kill attacks has
    been fixed.
    >is not valid anymore?
    >In other words: Will always all troops defend the base, even if the base was
    >set to attack and run, or are some troops still in the field if I got
    >outnumbered?

      The attack and run guys stay in the field and are not around when their base
    gets hammered.

          Tim
    >Will they form a new base then or just vanish after their old base has been
    >captured ?

      They will form a new empty base, with just the Attack and Run troops.

        Tim

    important question: (Tim is clear... but i cannot believe it)

    The "attack and run guys" do NOT "run home to defend the base" ?
    They stay in the field and let alone the undefended base ?


    For other attack settings than "attack and run", the guys run home to
    defend the base and get the following penalty:

    #All personnel take double damage From Mechs and Fighters and quadruple
    from Personnel.   

    #All personnel deal half damage to Mechs, Fighters, and Personnel.



    If they realy don't help defending the base, i would be very carfull
    with the attack setting "attack and run" in future!

    --
    Andreas Benne

    -----------
    Tim

    The holodecoy does reduce the fighter ability to hit by 1% per decoy
    right?

    Point Defense Weapons ( Ships )


    The Holo Decoy can nether shot down enemy fire or enemy fighters. But,
    for every 10 that are launched into a battle area the accuracy of all
    enemy weapons shot at your race will decrease by 1%.

    But in a combat vcr a ship armed with some holo decoys and turbo
    lasers vs only fighters and no other enemy ships, will not fire any
    holo decoys in the combat vcr or at least the ord of the ship with the
    holo decoys does not change after the combat. Is this intended?
    I see your statement that a holo decoy cannot shoot down enemy
    fighters but if some other enemy ship is present in the vcr then
    holo decoys are launched and then they do effect fighters right?
    I am referencing the reduction of the fighters ability to hit due
    to the presence of holo decoys.
    So shouldn't the presence of only fighters also trigger the
    launching of holo decoys? Or do we need a switch on/off for this
    event. The switch should then be in the client ship attack screen
    Holo decoys on/off vs fighters.


    Then a similar problem exsists for sand casters ability to shoot
    down holo decoys. In a combat vcr in which enemy ships exsist my
    ship will be launching holo decoys. Assume that this enemy ship
    has sand casters and a long range weapons system that takes down
    my shield completly before the sand casters get into range to fire.
    At this point the enemy sand casters have no target in the vcr as
    my shields are gone. So they in fact never fire even though I
    am launching plenty of holo decoys throughout the entire vcr.
    Shouldn't the sand casters react to the presence of holo decoys
    and continue to trigger the firing of the sand casters as long
    as holo decoys are present? Or should we have a switch in the
    client attack screen to turn on or off this ability like we do
    now for targeting fighters and ships with shields with the sand
    caster?

    From special weapons and hull characteristics

    Sand Caster: <snip>
     The sand caster is able to destroy holo decoys, allowing your other
    weapons to fire without being rendered in accurate by them.

    So how is this done mostly by accident I think right now.
    I guess that sand casters right now are only effective against holo
    decoys as long as the sand casters have some other valid target
    to shoot at inside the vcr event. Again this can be tested by
    looking at ord reduction of the firing ship before and after
    a test vcr. If you do not give a sand caster anything other than holo
    decoys to shoot at then the sand caster ship does not reduce its ord
    load during the combat and no sand caster shots are recorded by the
    combat vcr.
    So how is this targeting of holo decoys to be handled by a sand caster
    equipped ship?

    Dan



    New Things:
    There will be ion storms and meteor events added to the game, thoses are accually very trival to add programing wise because the program has been designed to allow for new things to be plugged in. We have a THING object that can be just about anything. The message bouy and the worm holes, and jump gates are all different flavors of the same object.

       The tricky part will be deciding on the rules for the things so that we do not have alot of screaming . . .

       I was thinking what if we have astroids that fly about the map changing course under the influance of the nearest gravity well and when they get to near a planet.. . .  BOOM!!!!!

       ION storms would of course black out the sensors and damage ships. . .

    Recapturing ships with auto-boarding-pods
    > Looking back at old posts, I see that Tim once stated that if your ship
    > is taken over by someone using a Boarding Laser to board and capture it,
    > you can re-capture it by having an Assault Pod docked and set to "Board
    > Enemy Ships". This got me thinking about the extremes and limits of this
    > countertactic. The original example was discussing how to defend against
    > an Annihilation, which could transfer up to 2.5 million Drones onto one
    > ship in a fleet - who act as Troops during boarding actions. The ship
    > would then switch sides during the coming fleet-action VCR.
    >
    > So here are the questions which occur to me. Perhaps someone has some
    > experience on these matters?
    >
    > Let's say for the sake of argument that the boarded ship has 10,000
    > crew; 5,000 guests; and one pod bay.
    >
    > The Borg transfer over 2.5 million Drones and obviously capture the
    > ship. I can just imagine 2.5 million life forms squeezed into the
    > corridors... probably kill the defenders by crushing them to death   8)
    >
    > But what is left on board when the Assault Pod counter-boards?
    >
    > * Does it counter-board before the VCR, during it, or after? This
    > affects how useful it is as a defence.
    >
    > * If it boards during the VCR, and successfully recaptures the ship,
    > does the ship immediately switch sides again and start shooting at the
    > Borg? I believe that ships "captured" due to System Damagein VCR's don't
    > fight thereafter, and end up with one crewman, but I don't know what
    > happens when Pods capture ships during VCR's.
    >
    > * How many crew or whatever are needed to recapture the ship? Ie do you
    > calculate this based on there being
    > (a) 2.5 million Borg troops on board, or
    > (b) 10,000 Borg Crew, or
    > (c) 10,000 Crew and 5,000 Troops?
    >
    As far as I know this feature was disabled, and assault pods
    selfdestruct instead if their ship is captured. At least I never
    noticed an assault pod help in boarding defense even once in all my
    Planet time.

    New stuff introduced Hots 190-193:

    The fighter weapons have not been changed, what was added was logic
    that causes the fighters to:

    1. Lock onto a target ship and fly to it at best possible speed

    2. Slow down as the target is reached.

    3. Match speed with target and FIRE FIRE FIRE from as close as possible
    until target is dead or fighter wing is dead.

       Under this new system fighter wings can OVERWELM a ship, if we go
    with this system PD weapons might have to be upgraded, slightly.

    -----

    The OLD fighter logic that people complained about for years as being
    flawed was as follows.


    1. Lock onto a target ship and fly to it at best possible speed

    2. Fighter fires at target as it passes

    3. If fighter is low on energy wait until battery is recharged before
    going to step 1.

      Under the old system the fighter wings did lots of circling and
    circling. . .


    Fixed: Bug in ground combat that was causing less colonists, crew and troops to be lost then should be.

    Fixed: Bad transporter bug that produced large numbers of high guard.

    New: Robot Q Tanker can mask the sensor image of Robot ships within 100 LY, giving them a sesor image of only 5

    New: Robots can cloak mines

    New: Colonists on Colony of Man ships produce an income of 200mc per 100000 colonists.

    New: All races can sweep cloaked mines with a 25% success rate

    New: Base ION Cannons only work when the shield is turned off

    New: Ships with a hull mass over 690 have improved PD systems, ships with a hull mass over 1200 have an improved PD system and ships with a hull mass over 1800 have an even better PD system

    New: Figher and ship combat logic improved.

    Changed: Base ION Cannons use 10 ord per shot

    Changed: Minefield power increased, they do more damage when you hit them.

    Changed: Glory device will only kill 15,000 worms per blast

    Changed: Spice production reduced

    Changed: Robot mine sweeping of cloaked mines only works 25% of the time instead of 100% of the time.

    Changed: Energized sand toned down. it does not work 100% of the time anymore


    In an early game, 1999, Sidewinder used a hundred B200's at a time to harass small bases etc en masse. He would run out of time to micromanage them all but these days, with fleet commands, it's more practical. How about a comeback of such gross tactics?   8)


    Paul Collins:
    The Orky person would be me.

    http://www.users.bigpond.com/paulcollins/vgap4/ork/Race_ork.html
    is one of the 2 spots I've got set up to view it.   The race is still very
    much a work in progress, and yes I do use a few W40K names, and 2 pictures,
    to help the feel of it.

    I'm taking Ork references from several places, although GW's Orks are an
    obvious source.  (They have space ships which the AD&D Orc's or traditional
    Orc's don't)

    I'm also trying to incorporate some of Mary Gentle's ideas from Grunts, as
    well as a few ideas of my own.

    MINOR bugs I have picked up in host 10(!)

    If you try to build 1-4 farms on a base, host will always build 5 but only use 1-4 supplies
    respectively to build them.

    Ship devices "Global warmer" and "Global icer" are both working correctly.  Each time, the ship logs
    a message detailing the temperature change and fuel used.  However, the planet logs a message saying
    the "ship has exchanged cargo with the base".  This message continues every turn even with the ship
    device turned off.


    > Does anyone have any advice on ground combat?
    > Paul Honigmann

    Just a few basic ones.

    If you are at least 5 times more powerful than the enemy, then Kill 3 X.

    Otherwise if you are 2 times stronger, then attack and run. (Try to get
    more troops present.)

    If you are marginally stronger, then deep ground patrols and send in
    refinforcements.

    If you are outnumbered 2 to 1, sorch earth the base as much as possible
    (right now all you can do is spend the money and possiably deep space
    the minerals if you have a ship in orbit) and optionally evacuate the
    colonists.

    Otherwise either stay peaceful or use roaming defense and spend money
    as much as possiable on ground units / fighters and send major
    reenforcements in.

    Also, if your enemy is Lizzards, don't relay on troops for defense
    unless you are also Lizards. (Use ground units and fighters)



    Tim released some Host code dealing with VCR combat on the newsgroup in December 2005. It seems....
    A ship's Kill target makes a big difference to how it prioritises targets.
    Ship movement like "standoff" relates to "try to keep thus far from primary target." This is straightforward if there are only 2 objects. But other code decides what the high priority targets are. The ship forms a list of the 10 nearest things and assigns them each a priority, weighted with regard to its attack orders. It decides what's hardest and softest by weighing up the enemy mass, shields, armour, number of super / large / small weapons. If it is well out of range of its preferred target it will choose a viable target from this list of ten nearby targetable objects, and fire at the one with the highest priority.

    I found I was having trouble sorting out ships with PTT's because their "knockback" effect meant I could never get into range. Solution: use first wave. Weapons don't fire for the first 50 ticks - this seemed to give my ship time to close.

    In a fleet of ships, I found it was better to have one fighter-killer specialist ship with 6 sandcasters, and five with pure [anti ship weapons], rather than spread the SC's out between the 6 ships. The concentration of firepower meant that if an enemy Wing came near the SC ship, it was blown away much faster.

    My ship were having difficulty getting within range of enemy ones - they kept ending up chasing each other round the centre of the screen and never getting within range. I found that by (unusually) setting my ships to AVOID BASE, it disrupted their normal movement patterns and they blundered into the enemy. Hurrah!

    Ship movement is influenced by the weapons in at least three ways:

    1)    The knock back effect from LWs
    2)    Ships tend to choose their movement on the ships equipment and their system states
    3)    Ships decide to stay or run dependent on their damage level

    KILL target has a huge influence on what to fire at.

    This document last updated mid 2003. Previous version was a year earlier. Image at top courtesy of Starship Gallery, http://www6.50megs.com/sshipgallery/

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