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Mining Base Defense - 7/1/2013 7:39:32 PM   
Starke

 

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Joined: 6/7/2013
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I am (was?) playing a game in the Prewarp expansion phase. Originally, I was trying to play Prewarp without the pirate craziness of the Age of Shadows, but when I loaded the game to see pirates with 50+ ships, I guess pirate domination and Prewarp are a packaged deal. Anyway, 20 years down the line, and due to me setting up only a handful of other empires (I wanted a trial game of sorts to try Prewarp out, plus difficultly on max), the pirates have only grown, with a couple pirate factions having upwards of 200 ships. I'm trying to make my bid for autonomy, but the pirate raids are pretty overwhelming, both in terms of repairs needed and sucking me dry of resources. I have fairly good response ships with Proton Thrusters w/ first upgrade (sprint speed 34), Thrust Vectors (14 degrees/sec), and thanks to some very lucky advanced ship disassembly, Equinox JumpDrives w/ upgrade (12 sec initiation, 23750 speed). Even when using the pause button and micromanagement to get split-second response times from the defense fleet in the system, I'm loosing mining stations.

Currently mining stations have 8 Corvidian shields w/ first upgrade, 1 Standard Armor, and a Countermeasures System, but it's not stopping the majority of attacks. I can only think that I need to add an additional Hab Module/Life Support and just fill the space with shields/armor, but that would increase upfront and maintenance costs by roughly 40% per station. =/ (and the Age of Shadows is not the kindest to the private economy)

So far I've been keeping my mining stations weaponless as there's little they could do against 4-8 frigates. Does anyone have suggestions as to how to defend my mining stations in the Age of Shadowsaside from paying off all the pirates or giving every mining station spaceport-grade shielding?

*edited for grammar

< Message edited by Starke -- 7/1/2013 7:45:09 PM >
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RE: Mining Base Defense - 7/3/2013 11:02:02 AM   
Seath

 

Posts: 35
Joined: 6/14/2011
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use your spys to steal the pirats territory maps. After that kill there Bases near you and the raids will be less.
I also think the strengh of the pirats scale upward if you put less of them in (they normally fight each other for control over colonies, so ist good to have many different pirat factions) and if you put the number of Independent planets up (means more early Money makers for pirats).

So if you turn the Independent as low as possible and pirats to anything between normal and many those pirat factions still sometimes will be a pain in your a** but not overwelming.

Thisway you can pressure them out of your heartland and then your mining stations are save ;D

< Message edited by Seath -- 7/3/2013 11:03:37 AM >

(in reply to Starke)
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RE: Mining Base Defense - 7/3/2013 6:34:18 PM   
Starke

 

Posts: 147
Joined: 6/7/2013
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Thanks for the response and tip. I did clear out some of the pirate bases, but I was playing on a 4x4 map so I was in striking range from pretty much ever base on the map. =( Question though: does stealing the pirate's territory map show their base location? It isn't actually territory. In a previous game I tried steal the legendary pirates' territory map, but it didn't reveal their base; I had to try again and steal their operations map to find it.

(in reply to Seath)
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RE: Mining Base Defense - 7/3/2013 8:05:37 PM   
mllange

 

Posts: 527
Joined: 2/5/2005
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Deleted by author.

< Message edited by nim8or -- 7/3/2013 8:06:20 PM >


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(in reply to Starke)
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RE: Mining Base Defense - 7/26/2013 9:22:04 AM   
paShadoWn

 

Posts: 70
Joined: 6/10/2013
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Well you simply fell prey to a common prejudice mining bases must be unarmed. My recent base design consists of at least 16 shields, 12 armor and as much rockets as it fits into a 3 reactor cap. AND at least 8 boarding pods plus tractor. I observed 4 pirate ships attempting to raid my base, it killed 3 and captured one.

Maintenance costs? Play Ackdarian like i do, that op race have extra ship size and maintenance reduction. And when you conquering stuff non-stop maintenence isnt an issue. When you play pirates income from blown ships covers the half of it (that is, if you 'seriously' blow stuff up, early game all indy freighters later whole empire fleets), and when playing empire you can use scrap freighters exploit.

(in reply to mllange)
Post #: 5
RE: Mining Base Defense - 7/29/2013 2:41:35 PM   
Plant


Posts: 418
Joined: 4/23/2013
Status: offline
I don't have problems protecting my mining bases from pirates using my military ships. Don't obsess over losing a few mining stations, losing a few mining stations has always been part of the gameplay and is totally natural. If all else fails, either go hunt down their starports, or pay them the protection money, if you think it costs less than maintenance costs and the risk of losing mining stations.

(in reply to paShadoWn)
Post #: 6
RE: Mining Base Defense - 8/22/2013 8:41:15 PM   
mstWeal

 

Posts: 8
Joined: 5/25/2013
Status: offline
My mining bases are no longer being attacked by pirates somehow. No matter whether I am playing Age of Shadows or Classical Age. Usually, pirates preferably attacked my mining bases. It was especially painful if the mining station was still being built. Therefore I also equipped my construction ships with suitable weapons.
However, since I installed the Shadows expansion, pirates only seem to attack the colonies themselves. It seems like they always want to raid the colonies and are doing not much else.

I'm really thinking about removing all weapons and most of the shields and armor from my constructors and mining statinos. They only get attacked from other empires I am at war with. And if they attack a mining station it usually cannot withstand the attack anyways ...

(in reply to Plant)
Post #: 7
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