Author Topic: Warp Jammer Command Station Useless?  (Read 9468 times)

Offline Faulty Logic

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Warp Jammer Command Station Useless?
« on: July 13, 2012, 08:12:05 pm »
I think you currently get the same benefits from simply not building a command station.
The AI never sends waves to uncontrolled planets, and the tiny bit of income you would get from (planet resources-20each)*(5 total warp jammers) will never offset the 5000 k it costs to unlock.
Is there something I am missing about these things that makes them useful?

(supply can be achieved by building a temporary basic command center should you need it for some reason. Other things a command center is useful for could be accomplished with a mobile builder.)

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Offline keith.lamothe

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Re: Warp Jammer Command Station Useless?
« Reply #1 on: July 13, 2012, 08:26:38 pm »
Normally a "neutral" planet (or a human controlled one) will cause all adjacent AI planet to be on alert (be more likely to reinforce).

A warp jammer (as of recently) suppresses that.  Those bordering AI planets can still be put on alert by attacking forces, but the simple fact of your planet not being an AI planet will cease to cause it.
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Offline Faulty Logic

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Re: Warp Jammer Command Station Useless?
« Reply #2 on: July 13, 2012, 08:50:07 pm »
I was unaware of that (Obviously).
Thank you, that was exactly what I wanted, ie "but you didn't know *this*."
Thanks for the tip, and mostly thanks for this game. 200+ hours and no end in sight for me.
Does the AI still go on alert from human ships on the warp jammed planet?
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Offline Varone

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Re: Warp Jammer Command Station Useless?
« Reply #3 on: July 14, 2012, 05:09:41 am »
Does the AI still go on alert from human ships on the warp jammed planet?

As far as i know they won't cause the AI to go on alert.

I seem to always use warp jammers. Build them on newly conquered planets to stop neighbouring planets to go on alert until your fleet is ready to conquer the next next planet, then replace the jammer. Also useful when you take a Core world or a planet bordering a core world, don't want them going on alert now.

Offline Mánagarmr

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Re: Warp Jammer Command Station Useless?
« Reply #4 on: July 14, 2012, 08:29:38 am »
I don't think they go on alert for anything but ships on themselves once you have a Warp Jammer up.
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Offline amethyst

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Re: Warp Jammer Command Station Useless?
« Reply #5 on: July 14, 2012, 12:45:14 pm »
As far as I understand, they should also stop raid engines in adjacent planets from sending waves to the jammed planet. I have not tried this yet, as I usually take out raid engines before taking any planets next to them.

Offline Wanderer

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Re: Warp Jammer Command Station Useless?
« Reply #6 on: July 14, 2012, 01:15:25 pm »
As far as I understand, they should also stop raid engines in adjacent planets from sending waves to the jammed planet. I have not tried this yet, as I usually take out raid engines before taking any planets next to them.
They have no affect on Raid engines, CPA Engines, or AI Eyes.  They merely affect wave generation and reinforcement alerts.
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Offline zoutzakje

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Re: Warp Jammer Command Station Useless?
« Reply #7 on: July 14, 2012, 01:38:51 pm »
Warp Jammers absolutely saved my life in the 9/9 crosshatch game I played in the past. There where several planets I wanted to take, but doing so would alert a lot of other planets. This scared me because 9/9 is not a difficulty to take lightly. So I placed warp jammers on those worlds and that's the end of that. If you take over a coreworld and place a warp jammer there, the homeworld will NOT be on alert for example. This is also a major advantage.
yeah warp jammers aren't something you use often. But they can help a lot when placed right.

Offline Varone

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Re: Warp Jammer Command Station Useless?
« Reply #8 on: July 14, 2012, 01:49:42 pm »
On a sort of related note, i'm playing a 9/9 game on a 120 planet and i currently have 43 planets on alert, any advantages/disadvantages to this?

I've noticed no one single planet has many ships on it either which may be because the reinforcements are so spread out...

Offline Mánagarmr

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Re: Warp Jammer Command Station Useless?
« Reply #9 on: July 14, 2012, 01:53:47 pm »
On a sort of related note, i'm playing a 9/9 game on a 120 planet and i currently have 43 planets on alert, any advantages/disadvantages to this?

I've noticed no one single planet has many ships on it either which may be because the reinforcements are so spread out...
Planets on alert recieve priority when the AI runs its reinforcement cycle. Hence, they will fill up faster with guard ships and will eventually hit their "cap" and start with border aggression. In addition, they will be much harder to conquer due to the buildup. On high mark planets, this can be absolutely devastating.
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Offline Winge

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Re: Warp Jammer Command Station Useless?
« Reply #10 on: August 03, 2012, 01:59:45 pm »
On a sort of related note, i'm playing a 9/9 game on a 120 planet and i currently have 43 planets on alert, any advantages/disadvantages to this?

I've noticed no one single planet has many ships on it either which may be because the reinforcements are so spread out...
Planets on alert recieve priority when the AI runs its reinforcement cycle. Hence, they will fill up faster with guard ships and will eventually hit their "cap" and start with border aggression. In addition, they will be much harder to conquer due to the buildup. On high mark planets, this can be absolutely devastating.

However, as you are seeing, the AI only gets a set pool of reinforcements, based on difficulty, AIP, and AI type.  So, having more planets on alert causes the reinforcements to be more diffuse.  Sometimes, it can be worthwhile to put an out-of-the-way planet that you never plan to take on alert so that the AI 'wastes' reinforcements on it instead of planets more crucial to your plans.  Your mileage may vary.
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