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manxkat 20 Feb 2011 20:56

Sk's
 
Are Sk's from the top Ally on a mid range planet in a mid range Ally in a mid range galaxy, in a small universe an acceptable tactic? or a way to disillusion and kill the will to play ?

Mzyxptlk 20 Feb 2011 22:53

Re: Sk's
 
Yes and yes, respectively.

Kargool 20 Feb 2011 23:21

Re: Sk's
 
Quote:

Originally Posted by manxkat (Post 3204663)
Are Sk's from the top Ally on a mid range planet in a mid range Ally in a mid range galaxy, in a small universe an acceptable tactic? or a way to disillusion and kill the will to play ?

Absoeffinglutley

Makhil 21 Feb 2011 07:41

Re: Sk's
 
read again: WAR GAME

ArcChas 21 Feb 2011 14:26

Re: Sk's
 
Although it's a war game that is shrinking inexorably - and "features" which "disillusion and kill the will to play" are not really very helpful.

Tietäjä 23 Feb 2011 09:10

Re: Sk's
 
The problem is that structure killers have very little opportunity costs when they've already been produced. In fact, in some very narrow cases, it's better to just send them off with your attacking fleet than leave them home (out of fleet slots, have incomings, but this all is sidetracking).

Back in the days launching ships would cost eonium at least. Perhaps it would be reasonable to make launching structure killers have an opportunity cost of a resource or something, but allow them to do significantly more damage in return. This would leave them away from simple roid picking fleets but could provide with further incentive and options when actually trying to bash competition.

Mzyxptlk 23 Feb 2011 09:41

Re: Sk's
 
Better still: killing structures reduces roidcap.

Rinoa 23 Feb 2011 14:02

Re: Sk's
 
I think Apprimes decision for everyone with cr/bs to builkd Stk killers and use them on every attack was a direct response to 6 alliances teaming up on them at start of the round and the continued presssure from said block. If you need to attack in those sort of numbers then complain to your HC when you get hit with them. Plus its a new part of Jihad according to Gadaffi and Norton

Tietäjä 24 Feb 2011 08:56

Re: Sk's
 
Quote:

Originally Posted by Mzyxptlk (Post 3204791)
Better still: killing structures reduces roidcap.

Yes that's a good one. You'd really have to up structure killer damage to make up for it though.

Mzyxptlk 24 Feb 2011 08:59

Re: Sk's
 
Quote:

Originally Posted by Tietäjä (Post 3204819)
Yes that's a good one. You'd really have to up structure killer damage to make up for it though.

It doesn't have to be a 1:1 ratio.

Tietäjä 25 Feb 2011 09:31

Re: Sk's
 
Quote:

Originally Posted by Mzyxptlk (Post 3204820)
It doesn't have to be a 1:1 ratio.

How about adjusting the proportional weight of structures and adding them to the same cap with asteroids?

Thus a fleet with 50% value in pods and 50% value in structure killers would nab half the cap worth roids and destroy half the cap worth structures (where the relative weight of structures to cap would obviously need to be adjusted)?

Mzyxptlk 25 Feb 2011 10:02

Re: Sk's
 
It's an implementation detail, really, but recognising simplicity, I can't think of a better way to achieve the same goal.


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