me_myrmidon
Chieftain
- Joined
- Sep 4, 2008
- Messages
- 38
I really like the 1-square ranged mode (called "quick attack" if I recall) in the mid-late ship classes (series IV and up) of each vessel in Star Trek mod 1.19. This made the strategy
dynamic quite different than normal Civ4 or Final Frontier.
Then I find in v 2.x that only Exploration ships have Ranged Attack. Major downer...
Please consider returning to the previous configuration for Ranged Attack (bombard):
1. Don't make Ranged Attack a class-specific attribute and return to the more generalized 1.19 Ranged Attack configuration (in so far as I understand it):
a) series IV+ cruisers (light/exploration) and all heavy cruisers get 1 range bombard
b) reduce Exploration ships back to 1-square bombard range...really only needed to reduce fortified pirate ships sitting on wreckage
...or something similar.
_____
For me, the interesting parts of the mod revolve around big wars against technologically superior and numerous computer opponents. Ranged Attack for all mid-late cruisers was a huge
element in the fun (and balance?) back in v1.19.
Ranged Attack cruiser stacks could, *only if properly handled* , whittle down much more powerful stacks. For example, a stack of light IVs (a mere 8 attack strength) can strike and retreat
and leave a stack of Borg light Vs (30 attack) damaged. If able (and lucky) to do this several times, perhaps even stop or turn back an otherwise unstoppable Borg fleet.
The 1-square Ranged Attack mode is a brilliant way to illustrate the Star Trek cruiser concept -- balanced ships that can take on the galaxy if skippered intelligently. The AI performed
reasonably with the Ranged Attack attribute since all of the cruisers had it. In fact, the player had to be careful not to get a stack, or individual ship, destroyed by Ranged Attack.
Players had to end their turn with their ships not only in a good defensive position, but also have enough numbers to survive a Ranged Attack from an AI stack hidden by the fog of war.
Ranged Attack pretty much ended my practice of roaming single, or small groups of cruisers around unless they were Exploration class, or in totally visible territory.
Some observations based on my first v2.19 war against the Borg (captain difficulty)
a) Early game: stacks of ships with 1-ranged normal attack. Simply a numbers game with some asteroids and fortify bonuses thrown in. Everything ok so far.
b) Mid-game: The Borg jumped way ahead in tech and showed up with light VI (18 attack) ships and I have light IV (9 attack) and they quickly took two systems. This is quite reasonable as
the Borg got twice as far ahead of me but since I don't get attack ships (fighters) or missles until later. My light IVs were completely useless...unlike in 1.19.
So I found myself building big stacks of Exploration IVs. Seems a strange fleet mix to have 3/4s of the battle fleet to be Exploration wessels. (sorry had a Chekhov moment
c) AI hampered in attacking player systems: Ranged Attack provides the player with a huge defender counter-attack advantage, due in part really fast movement speeds in the mod. If the
approaching attacker doesn't attack right away and insists on bombarding to reduce defense bonuses before trying to take a system, a defending stack can zip out and conduct several Ranged
Attacks and run back behind the system defense bonus. Taking huge bites out of the attacker's strength and even destroying attacking units without reply. Especially when the AI decides
"let me heal my stack" and just sits there in the player territory or some other distraction.
In version 1.19, the AI could counter this somewhat by having a bigger number of attackers, *all of which could use Ranged Attack*. The risk to a numerically inferior, but equally strong
defenders (who thinks they can sit behind their fortify bonus and win the one-on-one battles) could be crippled by the Ranged Attack of that larger attacking stack.
The 1.19 defender has to make a additional calculation: "can I survive the Ranged Attack of those incoming cruisers? In addition to the normal "can I survive the bombardment/attack".
d) AI hampered in defense: The AI is not building fleet mixes including stacks of Exploration ships (ranged attack). So the human player can build stacks of Exploration ships, with
light/heavy escort, without a counter. Unless the AI fleet mix and strategy is changed radically the players will just build stacks of Exploration ships as the fleet backbone. Kind of
strange...
"Captain Janeway, the fleet needs you to lead your group of light Explorer vessels as the first-strike artillery component of our main battle fleet when we attack the Borg homeworld."
"Uh, Starfleet Command, it appears your transmission is breaking up. Heading out to explore that wreckage as previously ordered"
This is a real killer. Without Exploration units ("artillery") the AI cannot really win in mod 2.19...now, I will note that I didn't play long enough to get to squadrons (Attack
Ships)...so I will stand corrected if the mod 2.0 AI is set to build dozens of squadrons instead, or some other counter.
...and boring: I enjoyed building all kinds of cruisers in 1.19 in whatever mix my empire could produce. Or, if necessary, winning the game with just light cruisers.
Finally to end this long-winded post, that although I'm returning to the 1.19 mod version for now...
...I should say that I *really* dig this mod!
dynamic quite different than normal Civ4 or Final Frontier.
Then I find in v 2.x that only Exploration ships have Ranged Attack. Major downer...
Please consider returning to the previous configuration for Ranged Attack (bombard):
1. Don't make Ranged Attack a class-specific attribute and return to the more generalized 1.19 Ranged Attack configuration (in so far as I understand it):
a) series IV+ cruisers (light/exploration) and all heavy cruisers get 1 range bombard
b) reduce Exploration ships back to 1-square bombard range...really only needed to reduce fortified pirate ships sitting on wreckage
...or something similar.
_____
For me, the interesting parts of the mod revolve around big wars against technologically superior and numerous computer opponents. Ranged Attack for all mid-late cruisers was a huge
element in the fun (and balance?) back in v1.19.
Ranged Attack cruiser stacks could, *only if properly handled* , whittle down much more powerful stacks. For example, a stack of light IVs (a mere 8 attack strength) can strike and retreat
and leave a stack of Borg light Vs (30 attack) damaged. If able (and lucky) to do this several times, perhaps even stop or turn back an otherwise unstoppable Borg fleet.
The 1-square Ranged Attack mode is a brilliant way to illustrate the Star Trek cruiser concept -- balanced ships that can take on the galaxy if skippered intelligently. The AI performed
reasonably with the Ranged Attack attribute since all of the cruisers had it. In fact, the player had to be careful not to get a stack, or individual ship, destroyed by Ranged Attack.
Players had to end their turn with their ships not only in a good defensive position, but also have enough numbers to survive a Ranged Attack from an AI stack hidden by the fog of war.
Ranged Attack pretty much ended my practice of roaming single, or small groups of cruisers around unless they were Exploration class, or in totally visible territory.
Some observations based on my first v2.19 war against the Borg (captain difficulty)
a) Early game: stacks of ships with 1-ranged normal attack. Simply a numbers game with some asteroids and fortify bonuses thrown in. Everything ok so far.
b) Mid-game: The Borg jumped way ahead in tech and showed up with light VI (18 attack) ships and I have light IV (9 attack) and they quickly took two systems. This is quite reasonable as
the Borg got twice as far ahead of me but since I don't get attack ships (fighters) or missles until later. My light IVs were completely useless...unlike in 1.19.
So I found myself building big stacks of Exploration IVs. Seems a strange fleet mix to have 3/4s of the battle fleet to be Exploration wessels. (sorry had a Chekhov moment
c) AI hampered in attacking player systems: Ranged Attack provides the player with a huge defender counter-attack advantage, due in part really fast movement speeds in the mod. If the
approaching attacker doesn't attack right away and insists on bombarding to reduce defense bonuses before trying to take a system, a defending stack can zip out and conduct several Ranged
Attacks and run back behind the system defense bonus. Taking huge bites out of the attacker's strength and even destroying attacking units without reply. Especially when the AI decides
"let me heal my stack" and just sits there in the player territory or some other distraction.
In version 1.19, the AI could counter this somewhat by having a bigger number of attackers, *all of which could use Ranged Attack*. The risk to a numerically inferior, but equally strong
defenders (who thinks they can sit behind their fortify bonus and win the one-on-one battles) could be crippled by the Ranged Attack of that larger attacking stack.
The 1.19 defender has to make a additional calculation: "can I survive the Ranged Attack of those incoming cruisers? In addition to the normal "can I survive the bombardment/attack".
d) AI hampered in defense: The AI is not building fleet mixes including stacks of Exploration ships (ranged attack). So the human player can build stacks of Exploration ships, with
light/heavy escort, without a counter. Unless the AI fleet mix and strategy is changed radically the players will just build stacks of Exploration ships as the fleet backbone. Kind of
strange...
"Captain Janeway, the fleet needs you to lead your group of light Explorer vessels as the first-strike artillery component of our main battle fleet when we attack the Borg homeworld."
"Uh, Starfleet Command, it appears your transmission is breaking up. Heading out to explore that wreckage as previously ordered"
This is a real killer. Without Exploration units ("artillery") the AI cannot really win in mod 2.19...now, I will note that I didn't play long enough to get to squadrons (Attack
Ships)...so I will stand corrected if the mod 2.0 AI is set to build dozens of squadrons instead, or some other counter.
...and boring: I enjoyed building all kinds of cruisers in 1.19 in whatever mix my empire could produce. Or, if necessary, winning the game with just light cruisers.
Finally to end this long-winded post, that although I'm returning to the 1.19 mod version for now...
...I should say that I *really* dig this mod!