Personally I'm quite likely to go for Engineer IIs at the beginning for maintenance purposes (I love those guys).
Oh, yeah, I forgot about that -- I don't use them overmuch, but I'm glad they have bee such a hit with others.
Command Station IIs are something I also really like, until now I tended to wait for a resource analysis of the nearby worlds before committing to them, but with the initial knowledge increases they could well become a no-brainer for many players. I think player's would have to be seriously squeezed for resources at the beginning to go for the Tech III version!
Agreed!
Wow, Fortresses at the start sounds like a big investment! My initial reaction to that is it seems like defensive overkill, but I'll have to experiment with how many turrets a Fortress effectively equates to, especially with their new improvements. I have to admit I've been fairly ignorant to the potential of Fortresses for wormhole defense up until now.
Yeah, that's definitely a big investment, but some people really like the security of putting one of those next to their force fields or something like that. I may need to buff these even more, it's hard to say, but the idea is that these are like the forts in AoEIII in many regards -- those were absolutley indispensable for my RTS group.
Are any players here commonly deploying Mobile Repair Stations? I use them occasionally, but feel a little as though unlocking those AND tech II engineers is questionable.
From all the commentary and requests I get about space tugs, I think there are at least two or three regulars using these regularly. In the larger game population, I don't know what the percentages are.
I have plans to experiment with deploying Tech III forcefields as soon as possible. It'll take a bit of trial and error to find the correct ship numbers/mixes, but I'm hoping to find a recipe for an extremely durable SWAT team.
Ha, I think that could work really well. I just hope it's not overpowered.
This is interesting to me as I generally try to stave off investing in technologies that I can't use in an offensive manner for as long as possible. I make heavy use of Warp Gate raids to minimize the number of turrets I need to deploy. What are everyone else's thoughts on the deployment of turrets? I'm genuinely interested in what your philosophies are on when the best time to unlock them is.
(Note that I'm in no way knocking turrets, they're a necessity and I unlock them regularly too)
I gotcha. I think it just comes down to differences in style. I do gate raids also, but usually I can't get all the gates on all the planets. So in those cases I will need a mobile garrison. For the other planets where I did kill the adjacent warp gates, I try to get by with zero mobile ships, just turrets, unless it's my home planet. That way those defenses are pretty self sustaining (with an engineer or two present), and I can keep my mobile guys almost all on the offensive. For me, I treat the Mark II turrets almost like an effective population cap increase for my mobile ships, because that means I can keep the on offense or on defending the more-contested worlds, rather than having them be so spread out all over the place.
With regards to ship garrisons, using ships to defend wormholes isn't something I would recommend that players actually plan to do, but in the case of heavily contested worlds they can be a good temporary measure when the required Knowledge isn't for new turrets isn't available, or you need the Knowledge for other purposes.
I agree -- whenever possible, turrets and tractor beams are the way to go. But sometimes it's not possible, of course. And when a wave is coming, I move ships to defend at the wormhole or at the most likely targets the AI might attack (well, the things I want most to protect -- command stations and constructors and captive human settlements, etc).
I'm aware that they can regenerate, but the inability to artificially accelerate their repair rate is a significant mechanic that affects them and not turrets. Indeed, 3 hours is a long time, though certainly an appropriate one.
Cool, just wanted to make sure you knew -- for a while there, they had no regen AND could not be repaired, which was too heavy of a nerf for players, but necessary as a nerf for the AI. This keeps more of a balance, but still might need tweaking.
True, AI War presents so many tactical possibilities that it's impossible to supply any hard rules, and it would ultimately be undesirable to do so as it's a great thing to have a game that allows so many different preferred play styles to be used effectively. Though If I were introducing a new player, I'd probably offer those as hints, and will do so to my Dad and Brother as soon as I can convince them to buy the game.
I think those are manual-worthy hints, to be honest. Then players can find their own preferences as they go. I hope you do get your dad and brother into the game, I play with my dad and uncle and it's a blast. Also got my wife into it, but more on an off-and-on basis. She's a gamer, but hasn't touched another RTS since the original Empire Earth, so that was pretty cool to have her hooked on it for a while. I don't know who was more surprised that she got so into it, her or me.