Author Topic: How many planets should you typically capture doing gameplay?  (Read 3380 times)

Offline Rustayne

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How many planets should you typically capture doing gameplay?
« on: February 01, 2010, 01:58:42 am »
I'm curious on an 80 planet map, how many of these planets would you actually bother to colonize.  I'm still attempting to learn how to play, but I find if i capture more then 20 or so, the AI starts becoming a serious challenge.  I'm also having a hard time understanding how you manage colonizing 1 planet, that say has a IV factory, but 2 junk systems are in the way to get to it. 

Do you capture them as they are on the way and provide supply, or do you just move a colony ship through with your fleet, and capture it leaving the AI with 2 planets between you main base and itself?  There is a bit of information on the forums I don't really understand yet as I've only played a couple times since i got it, but I'm hoping you wonderful folks could help me understand some of these concepts.  Thank you for your advice.

Rustayne

Offline Ruges

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Re: How many planets should you typically capture doing gameplay?
« Reply #1 on: February 01, 2010, 01:24:40 pm »
All of them. But that is just my prefered play style. Although I have not played very many games (less then a dozen) so my advice might not, well probly is not the best. But so far this is what I have found.

Choke points. examine the map before you start. Plan on making about 3 rushes, one from mk 1-2 AIP, One from 2-3 AIP, and one of 3-4 AIP. And plan on taking a breather and rebuilding before you break the threshold. So the way you want to end your rushes is with a section of space emptied out. If you get one whole area cleared, you dont have to defend it.

The snake map is perfect for this, But I have done it on other maps too, the thing is to just clear one line on the map at a time. Try to clear the big open planets all at the same time, to get to the planet that only has two connects to it.

Choke points are easy to defend. Although you can only have about 3 self sustaining choke points at a time. when when you are planning out your rushes, plan them out to only have 3 defense locations. If you go more your spreading your forces out to much and you will get overrun. Your defenses should be at the wormhole that is going to attack you. (if only one place is going to attack), or the place that will leave if multiple wormholes will attack. Although it is always easier to defend an incoming wormhole then an outgooing. Why you might ask. Lighting turrets. The AI could be sending 20,000 ships at you. And with lighting turrets galor, They will take out the majority of those ships. at the very least damage all of them so it is easy for your other defenses to take them out.

As for which turrets to build. Basic are the most cost effective, early game when there are not many ships that attack you, these are the ones you want. The missle one and the MLRS ( think thats the other two), they are good, exspecialy the one that is good against bombers becouse it picks up slack where the other ones leave off.  And basicaly by the time you are building these ones in mass you want a balance net of them all. Once the attacking waves are in the couple of hundred, you are going to wanting lighting turrets, they are just good at taking stuff out in mass. Once all those start toget used up I will mix stuff in like laser turrets and the such. I dont really mess with sniper or spider, maybe on a leaving wormhole instead of an incoming. And like I have said idealy you want all your defenses on the incoming wormhole, I like to place them in between the two wormholes, where the attack radius is just covering the incoming wormhole. And place a forcefield over the exiting wormhole so if they do manage to get past my defensive line they cant leave the planet.

The reason for this is as soon as they come to the planet, they are being attacked, They usualy make a V-line for the command station. (unless there is anouther target more critical, then adjust acordenly).  so they recieve shots for the entire range of the turret giving maximum potential. To help this out I also place allot of tractor beams in these area's. to keep them there so my turrets can do even more damage. As to the amout of tractor beams, I create lines of them. Enough to keep any attacking fleet in the line of fire with a bit to spare.


The next important part is to attack quickly. Becouse of this I favor captial ships for research. They can take a real beating without dieing and having tobe replaced. I also like shreaders, for the simple fact you dont have to rebuild them, they rebuild thereselfs. (tech one does the best job of this). When I warp my fleet in I like to keep them all grouped togeather for the initial attack (except for the raid starships). I have raid ships move out and attack the command station first, then the warp gate too since they are there. If an Ion cannon is in the system this is my next target, Followed by speacial forces guard posts, then regular guard posts. By this time most of the forces should be destroyed in the system, I can then start moving my main force towards the next wormhole while my raiders clear the rest of the system. (also during this whole time I am doing the N+9 to select any ship that is less then 66 percent health and ordering them back to my nearest planet for repairs. By the time my fleet reaches the next worm hole the raiders will have cleared out the rest of any defenses, and I can then warp to the next planet and continue.

If you do this all fast enough you can acualy be attacking the next planet before they have time to reinforce it making it ripe for the picking. I did a 20 planet rush using this method recently, And the only reason I had to take pause was becouse I was attacking a home world.

I know this is not how the developer team intended the game to be played, But I think with the recent changes they have made to the game this stratagy is even more viable. Once you have a good chunk of planets your resource income is so great, your attacks turn into more of a zerging.  With 3500 income each of metal and crystal, you can have all your enginers assisting your space ports to keep your fleet at max cap constantly. And this is going tobe needed, becouse once you get down to the last few planets the AI reinforments will come so fast, you will have to take out the command stations quickly.

Once the AI reaches max capacity, you are going to have two choices on how to procede, Either a brut force crawl, where you have everything attacking (even going in and building turrets and repair platforms in the system you are attacking). Or Missle strikes. EMP's stack, And you can build them fast enough to increase the time. which you will need on the IV planets and core planets towards the end. It wont disable everything, but just enough to turn the battle in your favor. 

Offline x4000

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Re: How many planets should you typically capture doing gameplay?
« Reply #2 on: February 01, 2010, 04:22:33 pm »
For normal play, my general answer is around 20-30 planets out of an 80 planet map.  You can try to take all of them, or to take far fewer in total, but both are more challenging styles of play in their own right.  And, I don't think that taking all of the planets would work on all maps at the highest difficulty levels, either.  For tips on what makes a planet worth capturing, this is what I wrote up for the wiki a while back.

To bypass planets effectively, I'd suggest looking at tactics for neutering planets, as well using transports.
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Offline Rustayne

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Re: How many planets should you typically capture doing gameplay?
« Reply #3 on: February 01, 2010, 05:03:10 pm »
Thanks for the posts.  I am not sure I'm good enough to attempt capturing them all as you do Ruges, but if you can and survive, then my hat goes off to you.  That in itself must be a serious challenge.  I may have to try it out one day when I get better.

And to x4000, 20-30 planets seems reasonable, but the idea of neutering a planet is still got me a little confused.  Do you kill all the guard posts, leave the command station and warp gate, and leave a fleet with turrets around the station and warp gate to protect it from reinforcements?  Also, wouldn't fortress's be a better idea then Transports as they can attack, repair ships, has 4 mil more hp, and hold 5x the ships in transport, then a Transport ship?  If I do neuter a planet, how would that work defensively?  It would seem that it is far more complicated to hold a system that isn't yours, then one that is yours.  I might not be understanding exactly how this works, so forgive me.

Offline x4000

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Re: How many planets should you typically capture doing gameplay?
« Reply #4 on: February 01, 2010, 05:13:46 pm »
And to x4000, 20-30 planets seems reasonable, but the idea of neutering a planet is still got me a little confused.  Do you kill all the guard posts, leave the command station and warp gate, and leave a fleet with turrets around the station and warp gate to protect it from reinforcements?

Generally you just kill all the guard posts, and optionally the warp gate (if you are worried about waves to neighboring planets).  If you are not worried about waves, then leave the warp gate to save your AI Progress.  There is little point in putting turrets up to suppress the enemy, because they will probably kill your turrets anyway, and you don't usually have enough turrets to spare to keep them running on all the planets you neuter. 

The important thing is keeping the ship cap at the planet low by killing the guard posts, and to also keep the travel lines clearish by getting those guard posts out of the way.  The wormholes themselves will still reinforce and will require cleaning every so often, of course.  If you need to keep those clear, then putting turrets and/or a stationary (temporary) fleet of your own sitting on top of the enemy wormholes is the way to generally go.  But you can only do that for a few planets at a time, generally, without running your main fleet too low in forces by diverting that firepower to keeping travel lanes open.

Also, wouldn't fortress's be a better idea then Transports as they can attack, repair ships, has 4 mil more hp, and hold 5x the ships in transport, then a Transport ship?

Fortresses can't travel between planets, so they make rather poor transports. :)  The purpose of their transport capacity is for protecting and storing ships on a single planet, not for actually moving ships between planets.

If I do neuter a planet, how would that work defensively?  It would seem that it is far more complicated to hold a system that isn't yours, then one that is yours.  I might not be understanding exactly how this works, so forgive me.

No worries.  Generally after you neuter it, if you don't need to travel through it then you just leave it alone to fallow.  It will fill back up with enemy ships, but their cap will be lower and their guys will all be around the command station and the wormholes.  Next time you want to go through that system, you'll have to scrub the wormholes that you want to go through again, but assuming that their command station isn't close to your travel path, you can then just ignore it.

If you're only going to go through a given system once, doing a full-scale neutering isn't even needed. Just clear a path for your transports in whatever manner is most needed, and then shove on through.  In the case of some planets, that might just mean sending your transports through and leaving it at that.

Hope that helps!
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