lordxorn -> RE: Combat in Distant Worlds (and other questions) (11/29/2011 4:10:17 AM)
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ORIGINAL: Paul Roberts I'm about ready to try this game (game budget pending), and I have some questions I haven't seen answered in the excellent videos and other articles. 1) Is it possible to design several variations of the same basic ship and keep them all in play, or does the game limit you to one state-of-the-art Cruiser model, one Escort, one Destroyer, etc? For example, can you have several different model cruisers, each tailored for specific enemies or regions of your empire? Yes you can have an many variations of models, you can choose which ones to make obsolete, hence removing them from build order. quote:
ORIGINAL: Paul Roberts 2) If you have several different models in play, how does the AI decide which to build? (Or do most players micro-manage ship-building?) I will only say I micromanage my force levels, then only put escort on AI to protect civilian shipping. I personally control my Combat Fleets then. quote:
ORIGINAL: Paul Roberts 3) What is combat actually like? Honestly, some of the videos make it look like fleets just blob together at high speed and then start swirling together until one side is dead. Do ships with different weapons use different tactics? Does a ship ever break off to recharge shields and then return to the fight? Do carriers charge in behind their fighters, or do they hang back and let the fighters do their job? Do fleets retreat when outmatched? You can preset a ship actions when engaged, such as flee at first combat, or when damage a certain percentage. However you are basically right about combat, the AI will attempt to withdraw and re-engage based on automation settings which I am less familiar with since I use NO automation except for escorting. quote:
ORIGINAL: Paul Roberts 4) Likewise, what are the real differences between different weapon systems? Is there some finesse and strategy involved, or is it usually just the case that more advanced weapons do more damage? Do missile-heavy fleets fight differently from beam-heavy fleets? It will be the best design ships with the most firepower that generally wins, and this has been an AI weakness in the past where their design could not match mine. Legends is trying to minimize this and introduced a couple new weapons. quote:
ORIGINAL: Paul Roberts 5) OK, enough about combat. How do different empires/races/governments differ (besides the usual bonuses to this or that activity)? Do different AI opponents play differently, or do they all follow the same strategy? You can control this via pregame settings, even down to the individual empire. There are several mods that have set contrasting attitudes because Codefore has included decent modding options. So for example my Star Wars mod can have the Empire and Rebel Alliance perpetually at war with each other, except seeing they with a peace treaty. quote:
ORIGINAL: Paul Roberts 6) I like the idea that there's an autonomous public sector at the base of your economy. But is the public sector basically the same for all empires? Will an primitive evil hive-mind race bent on galactic domination still depend on luxury goods and high-end tourist traffic the same way an enlightened United Federation of Planets does? Generally yes, while certain races get's different bonus. quote:
ORIGINAL: Paul Roberts 7) In general, what is the AI's greatest weakness? What is its greatest strength? The AI greatest weakness. has been the design issue I mentioned earlier, however updates are always being worked, and this is the best time to get involved with all the discounts. If you have the budget to get all three, Distant Worlds, Return of the Shakturi, and Legends, then go for it. Otherwise wait till you enough for all three, because the updates are generally aimed at the last expansion. (Elliot has updated vanilla though, I don't know the current policy.)
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