Author Topic: Quick Fleet Management & Reinforcement Scheme  (Read 2517 times)

Offline GTD-Carthage

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Re: Quick Fleet Management & Reinforcement Scheme
« Reply #15 on: April 04, 2014, 09:32:46 pm »
Actually, I haven't played the game for the last two patches (which went like only a few days ago) so I haven't seen the new stun delay updates if any...

As for those recommending the use of warpgates, I do see a benefit in having warpgates for ships coming from Nebulas but, to be honest, Nebula ships are strong enough that having to rebuild them is a bit of a rarity at most states of the game.

As for having satellite worlds, I definitely agree that having warpgates there would reduce the issue of reinforcing a fleet that's pocketed behind enemy lines. As usual though, that still limits the use of warpgates to only more specific scenarios - not that I wouldn't use them if I was forced into such scenarios as I definitely would.

Quote from: TechSY730
Being able to use warp gates on already built ships has been suggested as a potential buff for logistics command centers.
I would TOTALLY love that. Given the current beeline I created on my current game, getting the fleet quickly in the right place is much more important. I figure that's an extremely powerful buff though so it must be expensive to get to...

Quote from: Vinraith
I see a few people here mentioning engineers mk3.
For quite a lot of times, I almost always unlock Engineers MK3 by the second planet if not directly from my starting research budget. The benefit of being able to quite seriously teleport super-fast-building engineers reaching the opposite end of the galaxy within a few seconds enables me to create defensive responses within a moment the AI announces an incoming wave. I have intercepted threatfleets and special forces a large number of times by putting up defenses quicker then they could even move toward my command center a lot of times. There's also the fact that I could easily direct them anywhere I want from reinforcing an offensive fleet to building defenses on the opposite end of the galaxy within the same minute (and less!).

The amount of MK3 Engineers you can build to begin with either is no joke - there's like 78 of them AND they can rebuild fleet losses faster than I lose ships. (My current game has me with 18 planets in hand, a huge amount of MKV turret controllers, several MKV fabs, and access to a SuperTerminal on-demand. My attacks involve docks at full loop AND a special FDR MKV AutoBomb to create huge pre-assault annoyances on planets I'm hoping to take down. The AutoBombs even allow me to create clean-up raids that eliminate the threatfleet the system itself generates as well as redirect a bunch to take out enemy Ion turrets and the like.)
« Last Edit: April 04, 2014, 09:34:25 pm by GTD-Carthage »

Offline Kahuna

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Re: Quick Fleet Management & Reinforcement Scheme
« Reply #16 on: April 05, 2014, 01:56:39 am »
Being able to use warp gates on already built ships has been suggested as a potential buff for logistics command centers.
Yep. http://www.arcengames.com/mantisbt/view.php?id=9082
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
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Offline GTD-Carthage

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Re: Quick Fleet Management & Reinforcement Scheme
« Reply #17 on: April 05, 2014, 04:19:06 am »
2012? Not much hope there...

Offline keith.lamothe

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Re: Quick Fleet Management & Reinforcement Scheme
« Reply #18 on: April 05, 2014, 09:02:08 am »
The wormhole transit mechanics are very complex, so I don't exactly leap at the idea of adding another similar one with the warp gates :)
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