***** Classified Information ***** Alpha level clearance required ***** Tactics for Sins *****

Just had another read of the walk through, And i got to thinking about game tactics two areas will probably influence my in game tactics

I love reading about the German pocket battleships like the Bismarck heading off into the atlantic preying on shipping WWW Link
basically a fast heavily armed ship with some support ships (but not much importance placed on armour) preying on trade ships on trade lanes,

another option would be the world war 2 "wolf pack" of groups of submarines prowling around in much the same role as the battlecrusier above, im sure theres some kind of stealth ship in game that can work in the same way

finally im a big fan of battlestar galactica I am really really looking forward to sending out a carrier and a few support ships along with some colony ships into the unknown, (you can guess what my carrier will be called  )


why am i doing this ? the first two are good for disrupting and distracting my opponents while i build up a large fleet to attack directly,

the other will be an interesting experiment to see how long a splinter group of a small but purposful fleet can do

please post your opinions and your own plans for greatness (unless they are top secret!)








39,863 views 16 replies
Reply #1 Top
if WWII was a game. were the U boats a balanced factor?
Reply #2 Top
My grandfather didnt die in world war 2 just so i would have to answer posts like yours that are not really relevant to the topic, seriously he didnt actually die in the war,

ok ww2 is bad etc there are lots of ww2 games out there call of duty, battlestations midway, the list goes on and on, so comparing ww2 to sins should not be an issue

not really looking for a ww2 discussion, i would be more interested in potential strategy that people might use in sins, come on Schematicninja i know your looking for number 1 poster do you have anything in mind?
Reply #3 Top
his mind is blank in regards to USEFUL information (for the most part), but if you want a debate focused on something that is not the topic , to have him lambaste you in regards to a comment he is using out of context, use comparisons that only fit his ideas, or talk about you being in love with your mother, he's prolly up for it!

wait who said that? *looks around*

Anyway I am all for disrupting trade, nothing like hurting the enemy in their bank accounts! I like the idea of having a harassing fleet that does hit and run tactics.
Reply #4 Top
*looking thrue some papers for tactics* hmm, it says classified.. sorry cant tell

Well it all depends on the game.
In games like Sots. Im a protector of the weak
Like to help out those in need of aid.

One game in Sots, that ill never forget. Was when i and 2 other and 1 ai was playing.
I was near the ai, and i almost wiped him out. My ally who was 2nd and i was in 1st place. So we agreed to wipe out the 3rd player.
But what my ally didnt know, was that i was talking secretly with 3rd player who btw was the bugs. And he was about to get wiped out, and pleaged me for asylum. I had a few planets i couldnt use, so i agreed to let him colonize there.
So in the mean time i was moving 3 of my dreadnought on to his main army, that was attacking his planets.
When i arraived i told my "ally" to retread his armys as the bugs was under my protection.
But sadly my "ally" left the game as it was very late for him. Think he was from the US.
This betraying and helping out less powerfull players, is something i am hoping to see in SoaSE.
Oh and the tech that are needed to talk with the other races, i just love it
Reply #5 Top
I must agree with Multianna on this that it will depend on the game. This if for the simple reason that races will develop a certain doctrine regarding fleet load outs. By this I mean fleets centered around Battleships and fleets centeared around carriers and/or something else not yet discovered. Space being HUGE, it is utterly possible that a race will have evolved similarly to us and based their fleet around Battleships with effective fighter cover. Given the distance in space to travel from one fleet to another(interfleet combat) fighters/bombers would be sitting ducks for quite some time before reaching an enemy fleet. It would seem that Battleships would have an edge here, but it all depends on what the devs make the make to be.

As for Bismarck being a Battlecruiser, this is wrong. It was a Super-battleship. It was bigger more heavily armored and faster then a standard battleship( with maybe a small exception to it deck armor). The Hood and Prince of Wales, the ships it fought originally were Battlecruisers. Battleships are Firepower, armor, speed. Battlecruisers are firepower, speed, armor. The Bismarck was revolutionary because it had all three. If you had to rate it it might be something like a 9 fore firepower, 9 for speed, and 8 for armor( or some similar ratings for the ship).

The only thing that could destroy it were in fact airplanes. This is why we humans favor airpower over raw power. At WWII it was thought that Battleships would lead and Carriers would support( anti-air and some support for land based units). When outdated bombers could destroy the most advanced and deadly Battleship ever constructed, it was the end to a Battleship lead combined fleet and the dawn of the carrier as a fleet flagship. In space that may change, who knows.

One indicator would be if the devs allow for Carriers(CV) and Light Carriers(LCV). LCVs are purely for a support role. If they have those, then it would seem that it is possible for a battleship centered fleet. I know that the way I play homeworld is all about the BBs and BCs. I think it is the complex mod that takes off ship cap and puts in an officer and crew pool. That option allows for a player to tailor a carrirer fleet or a BB fleet. I just go with a BB fleet since hte fighters in Homeworld are so weak. I stock my fleet with great anti-fighter coverage and send out my BBs and BCs.

I guess the questions are; how deadly will the devs make fighters, what level of anti-fighter tech will there be, and how well are the two balanced?
Reply #6 Top
his mind is blank in regards to USEFUL information (for the most part),

hey, I have plenty of useful information! Useless stuff comes out when I dont want it to!
I'm just pointing out that they need to be detectable. but on that note their cloaks shouldn't be as short lived as in HW.
use comparisons that only fit his ideas

just tell me how to use a comparison for an idea that I dont get... thats a hard one
Reply #7 Top
The Cloaks of ships shouldnt be short at all they should be availible for the whole game to be used. Only when they engage in combat should they decloak ofra small period of time.
- The disadvantage to cloaking, should be that it cannot be use to phase jump. ie they can only use they when traveling and out of combat.
- A tech could later be used to allow ships to cloak during phased jump space.
- When cloaked ships should travel a bit slower.
- A tech could be researched to allow limited operation during combat.
- The simple reason for non-function during combat would be energy output, weapons(sp) or cloak, choose.
- Also, there would of course be a radar of sorts availible to ships like destroyers and such. Initially the radar is limited, after research it becomes more effective. If the level of the radar is higher then the level of hte cloak, then detection becomes possible.
Reply #8 Top
and they should have long rechard weapons, additionally the weapons should only do a great amount of damage when the ship is cloaked.
Reply #9 Top
rechard


????


Reply #10 Top

rechard


????





I think he means long ranged weapons.
Reply #11 Top
charge. re-charge.
Reply #12 Top
Cloak can function like it did in HW2. Sensors in HW had multiple layered zones, each layer closer to the ship was better at seeing approaching cloaked ships.

So for SoaSE, anything in the closest zone could be seen regardless of cloak. The next layer of sensor range would see only low tech cloaks. A third layer would be blind to any cloaked ship, regardless of cloak tech level.

As for the Bismarck being a heavy BB (Battleship), that isn't true. German ports could only handle a BB of moderate size. They had to shorten the standard BB ship size a bit to make it fit. Also, they tried to make the ship smaller so it would appear to conform to Versailles Treaty conditions. The joke is that by cutting down the size like they did, they made the ship very difficult to steer with just engines. So, when their rudder did get damaged, they were screwed. Hehe, the designers decided that such a hit was too unlikely to occur to really worry about.

"We've analyzed their attack, sir, and there is a danger. Should I have your ship standing by?"
"Evacuate? In our moment of triumph? I think you overestimate their chances."

They also cut down on the ships total displacement by using more advanced hull plate wielding in its construction. Not really important for my point, but it is interesting regardless.
Reply #13 Top
Cloak can function like it did in HW2

it was so short lived though...
Reply #14 Top
i never liked cloaking....
Reply #15 Top
one thing that i did in sots

Advanced cloak + assimilation plague= easy planet capture the ai rarely every implemented anti-cloak

i think the following rules should be enforced

1: weapons can only be fired when cloak is offline
2:cloak can be indefinate but they disengage on the rule 1 and the following:
- they get too close to a enemy ship as they cannot pass through even a
cloaked ship
-(optional) certain planet/asteroid belts could radiate something
disrupting cloak but also advanced sensors
(making a more traditional stealth functional as a fair-trade for stealth players)
- Phase jumping (the required energy would be to great-possible upgrade to nullify this rule

there should be 3 ways to detect cloak:

1: bumping into the ships (read rule 2:1)
2: advanced sensors (sort of half and half to option 3 and basic sensors but still a big enough boost to be a prefrence to basic)
3:anti-cloak sensors (sensors specifically to counter cloaking but have a reduced radius with normal sensors to make them a counter balance advance sensors)
Reply #16 Top
Well, let's just hope that cloaking can be implemented with the editor. Because we know it won't be part of the campaign.