Author Topic: Military Vs Logistic - Analyze this  (Read 2297 times)

Offline drazgon

  • Newbie
  • *
  • Posts: 3
Military Vs Logistic - Analyze this
« on: November 11, 2010, 08:36:25 pm »
Since you can't have both on one planet.. and they really only give advantage at border worlds.
Which one would you choose?

Defensive Orbital Command Stations circa 4.031
all have 1500 shields, Marks 2 and 3 require 4k and 5k knowledge respectively.

Logistic                     
Mark I
  +40 speed (friendly) and 1/2 enemy speed
  hp 149,998 cost 1k energy gives 24 resources
Mark II (4000 know)
  +60 speed and 1/2 * enemy
  hp 499.998 cost 2k energy gives 48 both resources
Mark III (5000 knowledge)
  +80 speed and 1/2 * enemy
  hp 899,998 cost -3k energy gives + 96 both resources
  also stops enemy teleportation

Military
  all have blade immunity
Mark I
  1.2x damage all ships/turrets
  499.995 hp cost 2k energy gives 16 resources
  attack 3200x4 23,000 range, 10k range tachy
Mark II 4k Know
  1.5x damage all ships/turrets
  1,499,995 hp cost 4k energy gives 32 resources
  attack 6400x8 33,000 range, 20k range tachy
Mark III (5k-kn)
  2.0x damage mobile and static
  2,499,995 hp cost 6k energy gives 64 resources
  attack 9600x12 43,000 range, planetary tachyon coverage

 Analyzing the above leads me to a few conclusions:
A)The only reason to go Log3 over Log1 is to stop Teleporting units.
Reasoning: if your speed 22 frigates are now speed 62 and their preferred target is fighters now
speed 19(halved) what do you need an extra 20-40 speed for you can catch them easy.
Faster targets are halved, so unless there's some blindingly fast super-armored target that can only be killed by your slow missile cruisers.. the 40 boost is more than enough.
(this might be a reason to adjust these values)

B)Military is inferior to Log I until mark II or III where it shines.  2x is a boost that you'll really see
and it also affects static defense. 

C) The other distinctions: Planetary Tachyon coverage, Military's guns, and stop of teleport units etc, seem like their benefits are minuscule compared to the main boosts and can be considered icing based on the initial choice.  (Although if i was facing an opponent that was using teleporting ships to devastating effect the choice would be easy.)

So the real choice is 2x attack mobile AND static for total 9k knowledge or free approx 4x speed advantage.   

If you can stopper up wormholes w/ military and annihilate attackers before they can move out of range, there's no need for speed.  If you have more wormholes than you have turrets/ships you might need to leave a glob of free roaming defenders in the middle, in which case I could see speed being advantageous..  Maybe there's a sweet spot, 2 or less hostile wormholes Mil III.  3+ Log I. 5+ Log III. ?

I must be over-analyzing this like Vicini in Princess Bride.  I guess I'll stop and hear what someone else thinks. 

**What in the world could that be!?** (switches modes)

Anyone have any strategies/builds that put either of these to good use? Or anecdotes with these at higher difficulties? 

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: Military Vs Logistic - Analyze this
« Reply #1 on: November 11, 2010, 08:59:25 pm »
I play on diff 8, and I dont much unlock higher mk commands.
I think i unlocked mk2 econ.. but well, thats econ.


logistics is a clear winner over military for a chokepoint with multiple hostile whs, but I believe military wins over for a chokepoint with one hostile wh
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline lanstro

  • Full Member
  • ***
  • Posts: 100
Re: Military Vs Logistic - Analyze this
« Reply #2 on: November 12, 2010, 01:18:34 am »
In multiplayer games, our crew tends to specialise on who gets what type of command station.  One guy usually unlocks Economic III straight up and occupies the first 5 planets or so that we take.  We then unlock Military III to help hold dangerous planets, especially as we start pushing for the first core planet and start leaving somewhat exposed flanks - the extra hps let them stand up for a bit longer.

Military IIIs are obviously very good when going up against sneaky AI types or AI types who have unlocked a lot of stealthy ships.

We haven't used logistics command stations at all.  They just seem far inferior to both economic and military ones: kind of a jack of all trades, master of none.

Offline Malibu Stacey

  • Jr. Member
  • **
  • Posts: 64
Re: Military Vs Logistic - Analyze this
« Reply #3 on: November 12, 2010, 07:23:22 am »
I have only played single player in v4 so far but I've only built Logistic Command Stations in all the systems I've taken. The speed boosts to my ships mean I can get fleets across my territory quicker, reinforcements arrive at frontlines quicker & if (when) the AI gets past my static defences, scrambling fleets to intercept is far more effective.

The disadvantages to economy don't seem to be enough to outweigh the advantages from the non-economic command stations.

I haven't unlocked any of the improved versions as knowledge tends to be at a premium for me in v4 since knowledge raiding is all but impossible now.

Offline Echo35

  • Master Member Mark II
  • *****
  • Posts: 1,703
  • More turrets! MORE TURRETS!
Re: Military Vs Logistic - Analyze this
« Reply #4 on: November 12, 2010, 10:48:27 pm »
I usually build the Logistic ones. They give better economic return than Military ones (And since most planets only have a few asteroids anyway...), and for them to be effective they need to be in the line of fire and not under a force field. I started playing AI War WAY back in the day when such things didn't exist, so I'm used to building crap loads of turret defenses anyway. I trust them over the firepower of a building that shouldn't be destroyed anyway :P

Offline drazgon

  • Newbie
  • *
  • Posts: 3
Re: Military Vs Logistic - Analyze this
« Reply #5 on: November 13, 2010, 10:10:34 am »
  I had the idea maybe military would be useful for getting some energy out of the planets I normally abandon, like those I use for hopping through the galaxy and collecting science from.  I guess I didn't build enough turrets for it to be self sufficient because I heard some snotty comment from the AI about my being a worthless general and noticed I was in an energy brownout when it was destroyed.  But I think if I'd actually built a decent number of turrets I still could have had at least half the produced energy as surplus.. I think that might be worth the 9k knowledge investment.  Since i have 2 or 3 such planets.

Offline Sunshine!

  • Sr. Member Mark III
  • ****
  • Posts: 475
Re: Military Vs Logistic - Analyze this
« Reply #6 on: November 27, 2010, 11:09:02 pm »
I always use Logistics stations.  Having twice as long to respond to an assault, and half the necessary time to travel to respond to an assault, are wondrous for my rather-dispersed and lightly-defended empire.  Half my planets are simply my command station, a forcefield, and power generators.  For the planets that do have turrets, keeping the enemy ships at a range where my turrets can pound on them, but they can't fire back, for twice as long without spending knowledge, is amazing.  This especially goes for missile turrets, which are absolutely lovely now.

Offline soMe_RandoM

  • Sr. Member
  • ****
  • Posts: 250
Re: Military Vs Logistic - Analyze this
« Reply #7 on: January 01, 2011, 03:44:02 am »
well i seen how much they suck they have reduce damage under ff. and if it had 10x damage and was immune to force fields so it doesn't have reduce power then yes it be worth it because u can then put 3 mrk 3 ff and focus on repairing then you have nothing to worry about
AI War - even the smallest units can make all the difference no matter how weak they are still quite capable of taking the hits. if it can Kill and receive damage then it worth its time other wise if it cant kill and cant take the damage for the higher surviving ships then it is worthless.

Offline Tridus

  • Master Member
  • *****
  • Posts: 1,305
  • I'm going to do what I do best: lecture her!
Re: Military Vs Logistic - Analyze this
« Reply #8 on: January 02, 2011, 04:52:09 pm »
The millitary ones need a lot more HP then they have right now to be useful. Right now they're still pretty fragile and don't defend well against anything beyond a couple of cloaked ship stragglers. Once you put a FF on it to give them some real durability, you're better off using a logistical station for the movement effects.

I used millitary stations when I was a total noob, and found that they didn't really work as advertised. Now I use logistical stations and have a lot more success.

Offline Vinraith

  • Hero Member Mark II
  • *****
  • Posts: 806
Re: Military Vs Logistic - Analyze this
« Reply #9 on: January 03, 2011, 05:16:24 am »
I sincerely don't know what military stations are for. Generally I unlock mk 2 and mk 3 econ, to keep the economy running at full steam, and use mk 1 logistics stations on the defense world and at the front because the speed boost/reduction effect is massive at mk 1 and drastically outweighs the benefits of military stations.

Offline hullu

  • Jr. Member Mark II
  • **
  • Posts: 80
Re: Military Vs Logistic - Analyze this
« Reply #10 on: January 03, 2011, 06:28:55 am »
I usually build only logistics, since I really like to keep my fleet mobile.

Except, for Super Terminal planets I build military mk1.