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cheap decoy fleets can prevent invasions indefinitely

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13 years ago
Jul 18, 2012, 2:24:35 AM
A scout ship with a single armor equipped can be build for 27i and you can build dozends(hundreds in late game) of them per turn and an attacking fleet has to destroy them all before they can invade your system.

This seems pretty game-breaking and I hope this is already on the developers radar.



I tested this against the AI and they can attack several of these single ship fleets in one battle (didn't know that is possible), but only as many as they have cmd points
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13 years ago
Jul 18, 2012, 2:30:55 AM
Yeah it's been mentioned before as an obvious problem. Most people want multiple fleet attacks per turn as the solution, it seems.
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13 years ago
Jul 18, 2012, 9:00:52 AM
It simply can be solved by attacker - by dividing his fleet. Every single non-missile ship with enough firepower can destroy 9 decoy ships per battle. In early-mid game often 1 combat ship is cheaper than 5-7 decoys. Plus if attacker using +research on kill or +dust on kill traits he will be pleased! smiley: smile He just will be happy to stay and kill your decoys, no need to invade - free income = more tech = more ships = win smiley: wink
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13 years ago
Jul 18, 2012, 10:27:26 AM
Agr wrote:
It simply can be solved by attacker - by dividing his fleet. Every single non-missile ship with enough firepower can destroy 9 decoy ships per battle. In early-mid game often 1 combat ship is cheaper than 5-7 decoys. Plus if attacker using +research on kill or +dust on kill traits he will be pleased! smiley: smile He just will be happy to stay and kill your decoys, no need to invade - free income = more tech = more ships = win smiley: wink




You do understand he was referring to the AI. While the idea might work versus some human players it is far less likely to do so.
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13 years ago
Jul 18, 2012, 1:45:07 PM
Agr wrote:
It simply can be solved by attacker - by dividing his fleet. Every single non-missile ship with enough firepower can destroy 9 decoy ships per battle.




If he's already at an enemey planet he can't do that (I don't believe).
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13 years ago
Jul 18, 2012, 1:51:14 PM
Agr wrote:
It simply can be solved by attacker - by dividing his fleet. Every single non-missile ship with enough firepower can destroy 9 decoy ships per battle. In early-mid game often 1 combat ship is cheaper than 5-7 decoys. Plus if attacker using +research on kill or +dust on kill traits he will be pleased! smiley: smile He just will be happy to stay and kill your decoys, no need to invade - free income = more tech = more ships = win smiley: wink
I never had the chance to test an attack against this, but when I attacked an AI system with 3 single 50 MP scout ships in orbit I always had to kill them seperately
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13 years ago
Jul 18, 2012, 2:54:14 PM
When I brought a fleet of 3 DN to a system with 30+ fleets of one ship each, the game grouped them into fleets of 14 for each attack. I am not sure why 14 -- their fleet cap was 15, and my fleet CP total was 12. But after several turns of sitting and chewing up this spam, it was consistently 14 ships. Perhaps there is some internal *MP* ratio which it uses, so that the grouping will never result in a fleet you can't beat easily.
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13 years ago
Jul 20, 2012, 9:16:54 AM
I've been noticing that too - mostly when a combat fleet and a scout ship are in a system and the combat fleet has spare CP. The scout will be incorporated into the combat fleet and I wont have to kill it to start invading (useful when it's only a secondary/tertiary target and I've only bothered to send one fleet).
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13 years ago
Jul 20, 2012, 9:34:13 AM
I didn't see a question in the first post. Exploit and bug reports as well as suggestions are to be posted in the corresponding forum sections. Thread closed.
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