Maybe its just me, but I notice waves take a noticeable performance hit when there are multiple attritioners around...
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Am I the only one who feels like the Siege Towers aren't that great? They seem pretty decent on paper, but I usually see them move out, fire a couple shots at their target, then sit there for the 15second reload time getting pummeled.
Curiously enough, I just finished an experiment trying to get some practical number on the effects of Attritioners, and the unit I compared them to was the Siege Towers.
This time I used cheats to (attempt to) control exactly what was going on. I set the AIP to 1000, coated everything in GravTurrets, built a fleet and put them on FRD next to the only wormhole. Then I waited for a wave countdown to trigger. At this point, I saved this as my default.
Fought the wave 5 times with just fleet ships, recording each time how many ships remained.
Then I added a cap of Mk I Attritioners, repeated 5 times.
Then Mk I + Mk II Attrtioners, repeated. Etc.
Here's the wave I faced:
AI Wave:
Cruiser => 1000
LeechStarshipIII => 1
BeamStarship => 1
TypesForCarrierAdd count by type:
Cruiser => 331
BomberIII => 1330
Here's my base fleet:
1000 Mk IV Fighters
1000 Mk IV Bombers
1000 Mk IV Frigates
The results were... confusing. The differences between individual runs at the same level were larger than the differences made by adding ship types. The randomness involved in FRD is so great, I was getting losses of 500 ships one run, then 100 the next. Given enough time, I could do enough runs to reduce the variance to something reasonable, but for right now I'm stuck with sample size of 5. Individual runs had a standard deviation of about 85.
In the end, I did a linear regression against mark included, and came up with:
Attritioners:
y = 39.2x + 2438, r-squared of .85, where y = number of ships surviving (of the initial 3000), and x = highest mark of the included attritioners (x=0 means none included).
Siege Towers:
y = 38.6x + 2436, r-squared of .76, where y = number of ships surviving (of the initial 3000), and x = highest mark of the included towers (x=0 means none included).
StdDev for these lines was about 75.
Statistically, I cannot declare that the number of type of Spirecraft included made any significant difference the results of the battle.
More practically, I think the slope is about correct. Each mark of Spirecraft was worth about 30-40 ships.
However, the effects were vastly outweighted by the pure random factors involved. FRD, targetting decisions, how ships appeared from the wormhole, etc. I was really surprised by how much of a difference pure chance played in the results of these battles.
I've attached my spreadsheet in case anyone else feels like doing more or different analysis.