mja5000

mja5000

Joined Member # 3292113
1 Posts 23 Replies 275 Reputation

Just make a mine sweeper, by far the easiest task, and allow cap ships to carry external ordinance racks full out missiles that seek out an destroy mines.

11 Replies 20,455 Views

It says Jan 1st on Impulse, but I think that is just a placeholder. If you believe that it comes out on Jan 1st, you should really learn how it works... The point is, they are Light Frigates , not Light Cruisers, Destroyers, or Heavy Cruisers. No LF can survive to enter its range of a cap ship, or a CA or CL. And they do have a purpose. Die and take some mines with them. 20 mines? What the hell, I have 170 mines around a phase line as TEC, and I only killed 3 pirate pi

42 Replies 9,551 Views

Star bases do need a range increase, but no way in hell I will support a phase capable star base. As I said, worse then a super capital ship. And how large would this transport frigate be? Star bases are huge, it would be larger then most capital ships. Why should they limit the number of star bases? They are supposed to stop defenses cold, not allow the usual tactic of launching a raiding fleet and rampaging through the enemies weakly defended core worlds and production centers. That

225 Replies 560,111 Views

I think you guys should remember that scout ships and light frigates are expendable. Use them as sacrificial shield to kill the mines. And how large does a mine have to be really? A light frigate could probably carry anywhere from 10 to 20, and a mine laying ship? Many more than that. However, a dedicated mine sweeping ship (such as a converted Kodiak) would be extremely handy, especially against the mine rush. If you don't want to lose 100 LRMs in 10 seconds, don't us

43 Replies 93,778 Views

All star bases should get a range increase at least, and fighter squadron numbers should be upped to 7-8 squadrons, and with an option to upgrade even further from that. Also, an upgrade to allow even more squadrons, and a tech research to allow the auto-cannons on the sb to hit fighters. A weapon that can reach across the entire grav well is impossible to beat. Ships would die before they even reached their own range of the enemy. However, half of a third of the grav well is more realistic,

225 Replies 560,111 Views

I think a limit on a mine field is a bit riduclous. I always had trouble with that episode of SGA with Atlantis flying through space and a micro asteriod cut Zelenka in the leg... Asteriod belts aren't nearly that dense. They're more like small clusters of rocks, not a long belt. And a weak shield can hold off any small rock, especially since you'd be dumb to put you mines inside the asteriod cluster. Mines are simple to mantain. Make sure there aren't any faults in their electronics, which r

43 Replies 93,778 Views

[quote who="VRaptor117" reply="19" id="1982767"] Quoting mja5000, reply 18 The one problem with that is that space is extremely vast. The probablilty of a ship running into a mine even without IFF is extremely low, and the trade ships should have everything marked for them by the Navy. Give mines a limited mobility capability, and the chance of them hitting anything that you didn't target for them are even lower. And, if you need to, you can clear away mines. On the

25 Replies 5,322 Views

Whos to say you can't use the blitzkrieg tactic in space? Break through the enemy lines into relatively weakly defended areas, and rape his worlds, forcing him either to attack and do the same to your worlds, or draw his fleet back to deal with you. If he takes long enough to decide, or if his fleet is far away, you can take several of his worlds before his fleet gets there. Mines might damage his fleet a little, but thats why you have heavy cruisers and light frigates to sacrifice in exchang

25 Replies 5,322 Views

[quote who="VRaptor117" reply="17" id="1982680"]What about an economic counter? Mining your system heavily creates navigational hazards for your trade and refinery ships. For example, Each cluster of mines covers, say for the sake of this example, 5% of the grav well. Once a threshold has been reached, say, 20% of the grav well, trade suffers a 10% penalty. The next threshold would be 50% of the grav well, with trade being reduced 25%. And so on, for ma

25 Replies 5,322 Views

I've noticed that a normal AI won't build to many ships other then frigates, and doesn't build up on the worlds it aqquires. However, on hard, the AI builds massive fleets, and develops planets much faster then I do, as well as does a ton of reasearch.

10 Replies 9,626 Views

Then you can mod it to increase the range of the star base. Stick an Akkan with level 3 targeting uplinks with it, and thats a 20 percent range increase right there. It should have enough range to kill anything that exits a phase line. Or, you could not build star bases and build as many fighter defense platforms as you can and pump out bombers at the enemy. If the enemy scouts and sees a star base in the system, then he should know better then to attack that system. They should be de

53 Replies 157,362 Views

Also, why would you make mines disappear if their wasn't a star base in system? Any local system, even with a single fighter bay, should be able to support hundreds of mines. Its not that hard. Really, they could just be said to be small, powerful missiles with a slight movement capability. As such, they are extremely easy to mantain. A limit on mines would be pointless, and if you don't try to find them with scouts, you're a fool.

53 Replies 157,362 Views

I think what you guys should do is modify your tactics. A star base can be placed any where in the grav well right? Puth them close to an enemy phase line, and smash them as they come out of phase space with your massive star base's weapons. And a low cost for a star base? A star base is massive, and just by looking, I'd estimate that it's at least 10 kilometers by 10 kilometers. That hull alone will cost a good part of your credit reserves, and then you have to factor in armor, shiel

53 Replies 157,362 Views

I was looking through the screen shots, and something stuck out at me. In one of the last 3 screen shots, there is a very high powered beam weapon, about twice the size of the other beams being put out by the starbase. A new ship class perhaps?

62 Replies 79,078 Views

[quote who="Arthromitor" reply="2" id="1964426"]If they made the torpedoes count as a suicide fighter (strike craft) then anti fighter weapons would be able to shoot it down, along with other fighters (Wing Commander style) That way too one would have to prepare a torpedo strike, and just after phasing in would be the most leathal period for a torpedo boat force, as they would be launching off a cloud of prebuilt torps rather than one or two at a time. Just some thoughts

34 Replies 58,268 Views

David Weber's Honorverse is perhaps the best series I've ever read. David Weber has written dozens of books, each one better then the last. The first book of the series is On Basilisk Station, and the last is At All Costs .

82 Replies 283,167 Views

Cap ships aren't actually that much more powerful then Heavy Cruisers. Oh, they can take more hits and deal more damage, but they are really enlarged support ships with better firepower and some can carry fighters and bombers into battle. They should be able to keep their abilities, but they should be far more powerful. Oh yea, some people will complain because their fleet of LRFs gets ass-raped by a Dreadnought, but LRFs aren't supposed to be able to stand up to a capital ship anyway. The Ba

44 Replies 116,522 Views

I would say don't make Carriers slower. If you do, you lose their entire usage, because HCs can shred Carriers in seconds. Hence, just make LFs faster and more powerful to be able to catch the Carriers and stay in range.

44 Replies 14,075 Views

I think the idea could work, just make capital ships more powerful, and change the ship type of the capital ships, then slot in the Battlecruisers where the capital ships were. Capital ships are already pretty weak considering that they are capital ships, because they are more like heavily armored support ships capable of fighting off light attacks without escorts. And the number of squadrons is pretty low, considering that a Carrier is about 1000 meters long. It should be able to support doz

44 Replies 116,522 Views