ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
I've been working on some of the numbers for weapons and it seems special resources have a point. A very cost effective point. Just some Preliminary numbers mind you. All of this I pulled from the Wiki while double checking the in game text. I have done very little testing to confirm what I have at the moment. I did most of this by hand, but haven't seen anything posted like it yet. Some peer review would be welcomed. I'll finish the list if there people are interested. I really wish I knew how to code I would write a program to do this for me!
Fires: The number of time a weapon will fire in one combat round. Remember 4 phases per round.
Cost: The industry cost of a weapon
Weight: The amount of weight added to the ship
DMG: The base damage spread of the weapon
DPR: (min dmg + max dmg)/2 * Fires * accuracy = Damage per Round 1-3
I adjusted the DPR to include critical chance and damage where applicable.
These were useful for having an "at a glance" for cost and space effectiveness.
DPR+3RND: The amount of averaged damage a weapon will do over three full combat rounds.
INDMG : How much damage 1 point of industry will buy you. (DPR+3RND / Cost)
WMG : How much damage 1 point of space will get you. (DPR+3RND / Space)
Keep an eye out for these weapons. It makes them EXTREMELY cost effective. Its 60% off a weapon's Industry cost!
## IND-MonoMG : How much damage 1 point of industry will buy you if you have a monopoly on the resource this item requires.
I don't play online, but in SP, on endless dif setting, what is the best early fleet composition? I've recently started to play with pirates on so i'm looking for a good turn 1-30 fleet strategy.
Ketobor wrote: I personally am a fan of just stacking defenses against what the AI is using. Even on the hardest difficulties, more casual conflicts with the AI can be won casualty-free in this manner. Destroyer spam is all well and fine, but mount some defenses to lower attrition rate.
The AI doesn't really get how to play the game, so you can easily counter their designs more specifically. This tactic wouldn't beat destroyer spam, but it does beat the generalized constructs that the AI produces.
I have been using that strategy and it is working pretty well.
In my opinion, use BS fleets with 3 designs (showing offensive capabilities only):
K) BS w/ only kinetic weapons
L) BS w/ only laser weapons
M) BS w/ only missiles weapons and maybe 1 weapon of another type.
Mix your fleet fairly evenly but give priority to design K and L. eg, 22CP => 11BS = 4K + 4L + 3M
This way, you force your enemy to defend against all three defense types or have their fleet melt away before the long range phase ends.
The enemy will most likely counter by forcing you to defend against all three weapon types. Thus defense modules will be an even spread of all three types. Armor modules will be sparce, if any, in all designs.
Use +8% all defenses to fleet, or the +15%(?) all defenses to ship if you do not have the former.
With these types of designs, Craver gains huge advantages because they will have 30% more tonnage compared to all other factions at the same tech level. Also, racial +%offense/defense also becomes a big deciding factor for victory.
All this means that Horatio, Sophon, and UE are all screwed if they do properly contain the enemy, because by late game with all offensive tech is researched, Craver and Hissho become super-uber.
******For below, the 1 defense blocks 1 offense is just for sake of argument; actual numbers may vary.
*** The reason you do not want to have more than 1 weapon type per design is as follows:
-You don't want to have your ship pounding on more than one defense type.
-Eg1, for one design you have 2k mp-laser vs 2k defense per type => maybe do damage
-Eg2, your design have 1k mp-laser and 1k mp-kinetic vs 2k defense per type => probably do zero damage.
Remember you only have cumulative effects on weapons, when you start out numbering the enemy.
*** The reason why you want the enemy to defend against all 3 weapon types ***
-for 2k x 3 defenses is 6k mp total.
-If you only use missiles, and get say 2k mp per ship, and I put on only 4k mp missile defense per ship, then as long as you do not out number me more than 2-to-1, I will take no damage.
-> the 2k mp worth of tonnage I can now put into weapons or more HP or faster movement or invasion power. OR I can put 6k mp missile defense and you'd have to out number me 3-to-1 to do damage.
So, I will continue with my "silly" build unless you can explain why both those guys are wrong.
Its simple really, a ship can only target one other ship at the time. Missiles fires all in one salvo per phase while the other weapons fires 4 times per phase. This means that if the ship that the missiles targets is destroyed the surplus damage from the leftover missiles are lost since they do not re-target. I.e. you get overkill. The other weapons spread their damage over 4 attacks and thus any "overkill" from destroyed ships are much smaller.
Missiles have a short of beyond the grave ability since they take a few turns to reach the target, that do give them an egde as a one salvo kamikaze ships but they wont work very well against any fleets with a lot of small ships with laser or kinetic attack not only due to the one ship overkill problem but also because while you fire one full salvo they can get of 3 rounds of salvos before their numbers are reduced. The next time you have the opportunity to fire you fleet will be decimated.
A missile zerg rush with destroyers only work well against fleets with few ships in them. Like a lone Dreadnought or two. Against other zerg destroyer fleets your best bet is lasers or missiles.
Draco18s wrote: That was actually a comment from a friend. He'd refitted to counter the craver empire he was fighting and he said that every single one of their fleet refitted to counter his refit almost immediately.
I have never experienced this, and I have never refitted my ships.
Draco18s wrote: That was actually a comment from a friend. He'd refitted to counter the craver empire he was fighting and he said that every single one of their fleet refitted to counter his refit almost immediately.
I dunno if this is a good thing or a bad thing. On one hand, it'll mean that its easier for us to counter AI, since we know what refits the AI will use next battle... On other hand, its gonna be a huge hassle having to refit a fraction of your fleet every single time after a battle, as well as keeping tabs on AI's next refit rotation... I think its an annoying AI pattern programming lol... I'd rather have random AI decisions lol...
werewolf_nr wrote: Are you sure? I've seen the AI doing some strange things (Like throwing a v2 early game design at my late game fleet). I would be interested to know how omniscient the AI is.
That was actually a comment from a friend. He'd refitted to counter the craver empire he was fighting and he said that every single one of their fleet refitted to counter his refit almost immediately.
Ketobor wrote: I personally am a fan of just stacking defenses against what the AI is using. Even on the hardest difficulties, more casual conflicts with the AI can be won casualty-free in this manner. Destroyer spam is all well and fine, but mount some defenses to lower attrition rate.
The AI doesn't really get how to play the game, so you can easily counter their designs more specifically. This tactic wouldn't beat destroyer spam, but it does beat the generalized constructs that the AI produces.
Does AI actually use a standardize outfitting for its weapons/defenses based on race, like they wont frequently change their equipments? I just stack equal def(all 3 types) and equal offense(all 3 types) in my ships so i can handle all races w/o having to frequently retrofit. And also i always swarm enemy hahaha...
Draco18s wrote: Keeping in mind that when you retrofit to counter the AI's design they'll counter-retrofit as soon as you hit "end turn."
Are you sure? I've seen the AI doing some strange things (Like throwing a v2 early game design at my late game fleet). I would be interested to know how omniscient the AI is.
Ketobor wrote: The AI doesn't really get how to play the game, so you can easily counter their designs more specifically. This tactic wouldn't beat destroyer spam, but it does beat the generalized constructs that the AI produces.
Keeping in mind that when you retrofit to counter the AI's design they'll counter-retrofit as soon as you hit "end turn."
Once multiplayer goes live, I am sure we will have a better answer for this. But, why does your balanced BS fleet beat an equal cost fleet of beam-only destroyers? That is what most other players seem to recommend. I rarely/never see beam defense on AI ships (possibly a bug, or at any rate something which could be addressed with tuning). And I can't imagine why kinetics on a BS would be better than the same amount of beam anyway.
I personally am a fan of just stacking defenses against what the AI is using. Even on the hardest difficulties, more casual conflicts with the AI can be won casualty-free in this manner. Destroyer spam is all well and fine, but mount some defenses to lower attrition rate.
The AI doesn't really get how to play the game, so you can easily counter their designs more specifically. This tactic wouldn't beat destroyer spam, but it does beat the generalized constructs that the AI produces.
It depends on your enemies. Just have some weapons where your enemies don't have defence. Add some HP. Create a design especially for the +movement bonuses to the fleet (which stacks, so 2 ships like that gets you twice the bonus), and one for invasion. At the moment there's not enough variety in the available designs.
Thanks for the answers currently I am using a hybrid system One or two larger ships built to survive suronded by destroyers built with 20% kinetics 45% beam and 45% missile and it seems to work well.
So, I will continue with my "silly" build unless you can explain why both those guys are wrong.
It's really just about whether you want to trade 1/2/3 for one or if you want to have a fleet that doesn't disintegrate, can handle any resist fit fleet, and to require less micro. A decent dreadnaught, or even more so a battleship fleet. Will take out missile fit destroyers of equal CP before they can fire round 2 and come away with less than 100% losses.
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