Erik Rutins
Posts: 37503
Joined: 3/28/2000 From: Vermont, USA Status: offline
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quote:
ORIGINAL: zgrssd In DW1, one Spaceport - even a small one - could shoot down any transports that even looked at the planet funny. You had to send in the fleet to kill the spaceports and defense stations, before you could even think about invading the planet. Same with Pirates. No, there were plenty of times in DW1 when a single spaceport could not stop all the troop transports. quote:
In DW2, the spaceport can only cover a small fraction of the planetary space. Any Escorts will propably be a few days out. But even if they shoot the transprots, there is a low chance they will actually force any of them to retreat. Nevermind destroy one of them before it deploys. A spaceport can end up covering about 2/3rds, then you have defensive bases and planetary facilities you can add as well. If you have a defensive fleet in the system, that will of course help a lot too. I've seen troop transports forced to retreat or destroyed quite often. Even in the preview videos I've seen invasions deterred by one spaceport and a defensive fleet. quote:
This is a particular issue for Pirate Raids as in the Stream Version. By the second they launched their pods, you can do nothign to change the outcome: You can not recruit more troops. No reinforcement troops or general transfer will reach in time. Driving away the ship will do nothing. This is intended with pirate raids. You're typically looking at worlds with very few defenses in those cases and a pirate ship or two has an easy time dropping off some raiders. Later on, the pirates get destroyed if they try that, it's only an early game thing. You can recruit more troops but yes it's a bit late if it's a quick raid that's already underway. In a prolonged battle on a large colony, especially one with recruitment/recovery bonuses, new troops can potentially enter the battle before it's over but it's best to prepare your defenses before an invasion. Regards, - Erik
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