Show whole topic Oct 26, 2010 2:11 pm
qunny Offline
Mitglied
Registered since: Oct 25, 2010
Location: -


Subject: Re: Are subs overpowered?
Nobody has said anything about foiling anyone's strategy. It was discussed with the people i play with and everyone agreed on that. Actually, it was sparkled by another player i played against and resulted with a discussion. It has nothing to do with cheating / editing files behind others backs to unfairly gain adventage, and i do not like you lecturing me on that.
We haven't played the game that much, so we are not experts on the matter, thus we are asking about it. Both on how to do it and if its a good choice for the fun of the game.
Now on the matter of 'strategy' and how we've seen it (which your words seem to confirm):
If you play on a sea heavy map then getting shipyard is the priority mostly because of subs. If not for them, you could calculate in the risk of having other player gain sea dominance (with regular surface ships) in favour of for example going yourself with one more mining station if you are lucky to get the minerals near by at start, or whatever other strategy that comes to your mind. Without subs, you would still be able to build shipyard later on, since you can fight surface ships from land (or in edited xml file: fight subs with awacs + ground planes). And this is what i would think of as 'strategy'. Making decissions.
In case of sea heavy map with subs like they are now, i would call this a must. No-brainer. You have to do it, or you can forget about sea fighting (lowering chances to win the game by far).
As i said, we are relatively new to the game. Played the original a couple of times, but that's all. However, with our experience so far, it actually seems that there is deeper strategy without sea dominant subs than with them. "Must have's"...are not too good.
I asked about counter strategy hoping there might be a way to counter subs without having to build shipyard on my first turn.
Sub detecting awacs may make subs too weak on the other hand, but i think its better than no brainers. You can escort subs with anti air ships too. The best thing i would like is to have awacs have two scan ranges, one for regular scanning, second for sub detection. The other could be calculated as for example 1/3 of the first one, rounded down, so if i remember correctly it would be scan range of 4 (14/3). This would give the defending player some chances to play the game if he doesnt build shipyard at start, while still mainitning subs relatively powerful.
This post has been edited 8 times. Last edit on Oct 26, 2010 2:33 pm by qunny.