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Function of the escort class ships

 
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Function of the escort class ships - 1/15/2016 6:02:27 PM   
Edmesa

 

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Its a question i have since i started playing DW, forgot and just now popped back into my head. What is the function of the escort class in DW besides feeding your enemies easy kills?

When i started playing DW i relied heavy on automation and i had the escort class on automation roaming freely. What i noticed in the early game that escorts are unable to deal with single pirate raiders because of the tech gap, when i overcome the tech difference the threat shifted from single ships to fleets of pirates or other empires and are the single escorts still at a disadvantage. To which my only solution was building capital sized escorts, who either could deal with the threat on their own or stay and survive in battle long enough that other escorts could arrive and deal with it as a group.

The other function of actually escorting civilian ships around i find a waste of fuel as ships in hyper space are as far as i know untouchable and safe, the dangerous part of any journey is the begin and end where their are in normal space. However by designing the civilian ships with high cruise speed and a short hyper jump time they are able to evade capture of getting destroyed in most cases.

Nowadays i design the escort class as a defense ship and group them in fleet, the not critical backwater systems usually have small fleet sizes, while the critical systems have fleets that can give an (invasion) fleet a thorough trashing in times of war. For me it really cut back on ship losses (and fuel consumption), while most systems are better protected against threats.

How do other players look at the automated escorts?
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RE: Function of the escort class ships - 1/15/2016 9:44:48 PM   
Blabsawaw22

 

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Do you ever run into easy escort kills when attacking the other Empires?

I guess they are supposed to escort freighters and ? Constructions ships or mining ships? I haven't watched them enough to see..

And yes, I never thought about it either, but unless you probably have 100's of them they may not be worth it.. I never even noticed anything about my escorts.. ha.

Maybe you can put a grav beam on them so it makes ships want to retreat.. or 2 or 3 fighter bays so they at least harass enemies.. set them to evade..

< Message edited by Blabsawaw22 -- 1/15/2016 10:45:19 PM >

(in reply to Edmesa)
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RE: Function of the escort class ships - 1/15/2016 10:11:52 PM   
Aeson

 

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Yes, automated unfleeted escorts are largely a waste of money for player-controlled standard empires and there is not that much value to having an escort accompanying a ship at hyperspeed rather than just securing the points of departure and arrival. Automated unfleeted escorts are somewhat more useful to player-controlled pirate factions, as the computer may issue raid orders to automated ships equipped with boarding pods, and automated ships equipped with boarding pods will also sometimes capture ships or stations without the player having to issue the order manually.

quote:

What i noticed in the early game that escorts are unable to deal with single pirate raiders because of the tech gap, when i overcome the tech difference the threat shifted from single ships to fleets of pirates or other empires and are the single escorts still at a disadvantage.

In my view, the goal of a lone escort isn't really to defeat an attacking pirate ship or fleet so much as to buy enough time for whatever is being escorted to escape or to buy enough time for a fast response unit to arrive. A high cruise speed and short jump initiation time on the escort target work well enough for the former and small system fleets work much better for the latter (especially as the fleets can be limited to operating in areas where you do actually have nearby fast response units), so yes, in my opinion, it's mostly not worth investing in automated unfleeted escorts for those duties. During wartime, the role of escorts changes somewhat and the computer appears to consider escorts for use as light raiders, and as such if you intend to use automated unfleeted escorts it might be better to design your escorts as raiders from the start; heavy shielding, a high cruise speed, and a short jump initiation time can help with survivability issues, and using area weapons as the primary armament might help in allowing escorts to damage or destroy enough freighters during their attacks on busy spaceports or mining stations to be worth the expense (though be warned that area weapons can also cause damage to neutral shipping, and attacks on neutral shipping, intentional or otherwise, will damage your empire's reputation and can strain relations with the owners of said shipping).

quote:

The other function of actually escorting civilian ships around i find a waste of fuel as ships in hyper space are as far as i know untouchable and safe,

It is possible for an attacker that is more or less exactly on the flight path to land some hits on a target moving at hyperspeed as the target flies past, though this is more a gimmick that the player can attempt than something that the computer will be able to pull off against the player. I've also seen it reported that some of the jump disruption components might be able to force a ship out of hyperspeed and the description of the Gravity Well Generator would seem to support that idea, but this isn't something that I've ever been able to get to happen whenever I've tested things; ships whose jumps were initiated outside of the area of effect of a HyperDeny component don't appear to care that their flight path takes them directly across a jump inhibition field, and Gravity Well Generators don't seem to do anything to ships whose destinations are not within the field even if those ships fly directly across the field, whether or not the HyperDeny or Gravity Well components were on friendly, hostile, or neutral vessels or stations or if the jump inhibiting field is a map feature (e.g. Pozdac Testing Zone). I don't recall ever managing to activate a HyperDeny or Gravity Well component just as a ship already at hyperspeed goes past, so there may be an odd interaction there, though as ships will occasionally decide to drop out of hyperspeed to engage an attacker it may be difficult to distinguish between the field forcing the ship to stop and the ship deciding to stop so as to engage the attacker even if you were to set up conditions where you could test this repeatably.

quote:

Do you ever run into easy escort kills when attacking the other Empires?

Occasionally, but the computer sets up its military in a manner much different from how the player is likely to set theirs up, and so computer-controlled empires have lots of fleets that the computer can choose from for its attacks whereas a partially-automated player-controlled empire that uses unfleeted automated escorts is likely to have large numbers of free-roaming automated escorts that the computer can take for missions whereas it's likely that there will be relatively few free-roaming automated fleets for the computer to play with. On top of that, the player is not terribly likely to pay that much attention to an attack by a lone escort; that's something that the player's system defenses have likely been designed to be able to deal with without player intervention since the start of the game just due to having to deal with pirate harassment, and so the player is unlikely to pay attention to a notification of such an attack, and even if the player does see such a notice they're relatively unlikely to respond to it because most player-controlled military units are fleets or other high-power (e.g. battleship-type Resupply Ships) or high-value (e.g. standard Resupply Ships and lone large transports) units, which are unlikely to be worth dispatching in response to minor harassment attacks, particularly when there's usually a higher-priority concern competing for the player's attention (e.g. setting up a fleet battle or system assault).

I suspect that a part of the reason that player-empire automated unfleeted escorts get sent on crazy suicide missions is that the computer comes up with a list of targets that it wants to hit and tries to find appropriate units that it can send to hit those targets, but if it doesn't have appropriate units available it'll try to make the attack with what it has. A player-controlled empire that doesn't give the computer anything but unfleeted automated escorts to do whatever it wants with would thus be more likely to see units used on inappropriate missions than a computer-controlled empire which has free control over all the fleets and ships in the empire. I think another part of it is that the computer might not be correctly accounting for the threat posed by things close to the strike target (which, when some of those forces and strike targets are mobile, is something difficult to do correctly, especially as quite a bit of time can pass between a mission being assigned and the strike being carried out and as any mobile forces present are unknown unless the player has current surveillance coverage or at least recent knowledge of the target area). A further part of the issue is that it appears to me as though the computer (usually correctly) regards unfleeted escorts as low-value units, much like exploration vessels, and it will use the escorts to scout hostile systems if it starts running out of the exploration vessels usually expended on such missions. Jumping blind into a hostile system is never a smart thing to do, but if you don't have scanner coverage of the area, have not managed to obtain an operations map recently, or don't have a deep cover agent in that empire, it is occasionally a necessary, or at least useful, thing to do. Accurate intelligence helps win wars, and if that intelligence comes at the cost of a low-value unit like a small escort or exploration vessel, so be it. You're probably less likely to see computer-controlled empires resort to relying on escorts for scouting than player-controlled empires because player-controlled empires are less likely to give the computer all the exploration vessels that it wants to build during wartime to replace the ones that it keeps throwing away on scouting missions into hostile systems.

< Message edited by Aeson -- 1/15/2016 11:47:33 PM >

(in reply to Edmesa)
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RE: Function of the escort class ships - 1/18/2016 6:36:15 PM   
Edmesa

 

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Ive tried to build well over 400 automated escorts in a 8x8 sector game and even then it doesnt make much difference in my experience. Even if bunch of them respond to a treat they dont come in as group and by this gives the enemy enough time to pick them off one at the time. However when i attack another empires i totally ignore escort ships, they are to weak and/or to few to make a difference in the defense.

(in reply to Aeson)
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RE: Function of the escort class ships - 1/19/2016 12:59:44 AM   
Blabsawaw22

 

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I'll be honest, the only way I've actually seen the computer last is having a 80+ fleet of ships at one location that just defends and sits there.. with Caslon or Hydrogen in the system..

the only way I've actually seen "automated" fleets be of any use has been if you design the ships to have like 1 or 2 carrier bays and have 50 ships.. thats 50 x 4 fighers each ship.. so you can see how they destroy pretty quickly anything.. automated..

(in reply to Edmesa)
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RE: Function of the escort class ships - 1/23/2016 8:57:45 PM   
Gamewize

 

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I'm of the opinion that no military ship should ever operate alone, period. You should always have fleet formation on manual and make sure to fleet up all of your military ships according to what you want that fleet to do.

I'm not sure how fleet behavior works when automated, though. Does the fleet act with an Escort when there are a majority of escorts, or when the flagship is an escort? Same for other roles?

So far I'm finding that only Cruisers and then Capital Ships are really worth building, simply because when you do want to automate them (again, always in a fleet) they'll concentrate on blowing up enemies rather than dashing to and fro trying to guard a single tiny freighter.

(in reply to Blabsawaw22)
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RE: Function of the escort class ships - 1/23/2016 10:06:16 PM   
Retreat1970


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Fleets act like fleets no matter the ship class. For a human player class designs do not matter. Build a size 1500 escort, or a 200 sized cap ship. All ship classes, when automated, will escort or patrol. Fleet posturing works fine on offence or defense, but they don't react to pirate attacks (until it's too late).

(in reply to Gamewize)
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RE: Function of the escort class ships - 1/28/2016 12:38:02 AM   
SirHoraceHarkness


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I love to seed fleets of glass cannon escorts around the empire and set them to system defence and forget them due to the super low maintenance cost. Then when a pirate gets frisky or a war breaks out then they are great to use to kill the enemies infrastructure and commerce or to toss into a furball once the capital fleet has the ai's attention. They are so cheap and quick to produce you can replace hundreds of them in a blink with a mature economy even with high war weariness. So glad a crew and casualty mechanic doesn't exist as my strats tend to lean towards the bloodthirsty with a disregard for losses that would make a line officer turn grey. ;^)

(in reply to Retreat1970)
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RE: Function of the escort class ships - 1/28/2016 2:15:02 AM   
Blabsawaw22

 

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I like that idea.. It kinda pumped me up to start up a game and put thousands of 2 laser escorts with no armor or no shields all over the place haha.. or 1 shield and 1 armor and then set to "flee when attacked" but have 1000.. ha.

(in reply to SirHoraceHarkness)
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RE: Function of the escort class ships - 1/28/2016 6:47:31 AM   
SirHoraceHarkness


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Hmmm. Yeah, I think a game playing as boskara using only escorts and armed supply ships is in order for the lulz. Invasion of the cockroaches!

(in reply to Blabsawaw22)
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RE: Function of the escort class ships - 1/29/2016 9:00:52 AM   
Serenitis

 

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Escorts are one of three things to me:

Police ships - just something to "fly the flag" in an area and/or scare off wandering pirates.
Set to automated and ungrouped, escorts will either pick a civilian ship and stay close to it or pick a mine/base and patrol there. This is thematically perfect behaviour for tiny patrol ships (even if it is less than efficient).
They can't defeat a dedicated fleet of raiders on thier own, but they can tie them up long enough for larger ships to arrive.

Local Defence groups - Small fleets to create a notable presence and/or a tripwire in an area.
Grouped into fleets of 5 ships and set to patrol a single system, small escorts make for a fairly cheap way of staking a claim to a system and chasing off any undesireables.
In-system fuel is quite important though, so bring a supply ship if there is no local source available.
(Shame you can't base fleets at a supply ship so they follow the thing around....)

Filler - Grab any convenient nearby escorts and stuff them into a fleet to give you lots of cheap (and disposable) firepower.
When trouble hits you can "draft" patrol ships into your combat fleets to help your actual fighting ships. Escorts are usually my fastest ships so they close the distance and get shot at first, leaving my other ships to shoot at things unhindered.

My escorts are essentially some engines with a gun strapped to the front, and the quickest, cheapest way of getting firepower into the "air". They are utterly disposable and trivial to replace, but rely on weight of numbers for effectiveness.
I always set escorts to a double-standoff attack profile and equip them with at most 2 of either torpedoes or missiles, and a single PD gun when the tech gets unlocked.

(in reply to SirHoraceHarkness)
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RE: Function of the escort class ships - 1/29/2016 10:03:41 AM   
Blabsawaw22

 

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what do automated escort fleets do?

and speaking of having a supplyship for a fleet, when there is a gas planet with caslon and hydrogen both, but your fleet only uses Caslon.. are you just forced to move the supply ship to far away to a planet that has just caslon only? that defeats the range of using a supplyship right?


(in reply to Serenitis)
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RE: Function of the escort class ships - 1/29/2016 5:32:22 PM   
HerpInYourDerp

 

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That's why you hedge your bets and divest your research into both Fusion and Quantum reactors once Adv Fission no longer does the job. If you're fielding a very large volume of automated military ships, then you should just treat them like the private sector ships and have them operate on the same fuel as freighters etc. One of the worst things that can happen is your powerful, manually-controlled fleets having to spend several years refueling because your AI-controlled peashooter hordes emptied all the gas stations' tanks.

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RE: Function of the escort class ships - 1/29/2016 7:23:13 PM   
Retreat1970


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Automated escort fleets act like a fleet.

Is fuel that big of an issue? It's a resource-palooza out there unless you're playing a small map. I've played both ways, one fuel or two. Didn't really matter.

(in reply to HerpInYourDerp)
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RE: Function of the escort class ships - 1/30/2016 2:05:30 PM   
Serenitis

 

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A supply ship stuffed with fuel will last a small group of ships years. You don't need a fuel source at all, just an object to deploy an SS at. A star will do.

Personally I tend to keep my escorts in line with the rest of my military so there is minimum hassle with any emergency fleet drama. But I do try to stay within a set limit of ships for each colonised system.
If you have thousands of the things having them run on "civilian" fuel would be a lot easier to manage, especailly if you don't expect to get into a fight and/or don't intend to use them as fleet filler.

(in reply to Retreat1970)
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RE: Function of the escort class ships - 1/30/2016 7:56:48 PM   
Blabsawaw22

 

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quote:

A supply ship stuffed with fuel will last a small group of ships years. You don't need a fuel source at all, just an object to deploy an SS at. A star will do.


what? you have to deploy a supply ship on a gas planet which can sometimes have 3 different gasses it starts to fill up in the tanks.. but if you have a military only using caslon, you don't want those tanks to be filled up with Hydrogen using up the tanks.. you only want caslon..

and what do you mean you can deploy a SupplyShip on a star.. never tried that.. and that is just after you have filled up the tanks from a gas planet before??

(in reply to Serenitis)
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RE: Function of the escort class ships - 1/30/2016 8:27:37 PM   
Aeson

 

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quote:

what? you have to deploy a supply ship on a gas planet which can sometimes have 3 different gasses it starts to fill up in the tanks.. but if you have a military only using caslon, you don't want those tanks to be filled up with Hydrogen using up the tanks.. you only want caslon..

Resupply ships will only mine fuel gases, and will reserve about half their cargo capacity for hydrogen and the other half for caslon regardless of what fuels your fleets require or what fuels are present on the location being mined. It therefore does not really matter what gases are present on the deployment point; as long as at least one of those gases is the fuel you want, the resupply ship will fill itself with about as much of that gas as it would have taken in at a location which had only that kind of gas.

quote:

and what do you mean you can deploy a SupplyShip on a star.. never tried that.. and that is just after you have filled up the tanks from a gas planet before?

As long as a resupply ship is deployed and has fuel of an appropriate type in the cargo bay, it can refuel ships. Being deployed on a fuel source is convenient because you don't need to move the ship to top off its cargo holds after refueling a fleet or two, but it isn't necessary. By late game, if you're inclined to mount Energy to Fuel Converters on your resupply ships, even the convenience factor may disappear from consideration or at least become relatively negligible when choosing where to deploy resupply ships; EtFCs will generate both types of fuel gas under the same conditions in which energy collectors work.

(in reply to Blabsawaw22)
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