Neptune's Pride

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Re: Neptune's Pride

Post  Kaijyuu on Fri Apr 27, 2012 6:32 am

Positioning and lack of game knowledge screwed me over at the beginning. Stars on the outer edges were far apart so I needed range before the three people in the middle did, and I thought I was being unexpected by trying to blitz Tagg (losing all my ships to his defender bonus).
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Re: Neptune's Pride

Post  Flying Dice on Fri Apr 27, 2012 7:00 am

Yeah, the random galaxy can screw you over a bit at times, but at least it isn't as boring as the spiral one. You've got to have a pretty good tech lead just to win a 1-1 fight with you as the attacker.
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Re: Neptune's Pride

Post  Zangi on Fri Apr 27, 2012 3:55 pm

Way easier playing defender.... also, red had it easiest in the beginning, didn't need any range to balloon in size at the beginning. Everyone else needed it though I think. Slower research isn't going to help much, sooner or later, one of us is going to surpass the others in research....

I also find that there is little use for or solace in alliances... I still expect the other in the relationship to backstab... 50$ is a pittance in the long run... doesn't help that the Empire has had fleets on Republic borders the whole time. Though, I guess being able to see what they see has some tactical sense...
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Re: Neptune's Pride

Post  tagg on Fri Apr 27, 2012 5:37 pm

It seems to me that having ~20 extra ships is enough to absorb that first volley that defenders get. Doesn't seem to matter whether that's at the scale of 2 vs 20 or 100 vs 120. It would be really nice to see a breakdown of how fights actually go down just on a ships lost per round of combat basis, and it's important to note that stars that are captured lose their economy. The republic kinda wrecked my shit just with a couple fleets that slipped past.
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Re: Neptune's Pride

Post  Flying Dice on Fri Apr 27, 2012 6:58 pm

Zangi, I'm assuming you were dark blue? Just a word of warning: making a pact with someone only lets them see your vision and keeps you from attacking them; they have to return it for it to be mutual.
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Re: Neptune's Pride

Post  Necro910 on Fri Apr 27, 2012 7:23 pm

Flying Dice wrote:Zangi, I'm assuming you were dark blue? Just a word of warning: making a pact with someone only lets them see your vision and keeps you from attacking them; they have to return it for it to be mutual.
I smell a loophole.
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Re: Neptune's Pride

Post  Kaijyuu on Fri Apr 27, 2012 9:31 pm

tagg wrote:It seems to me that having ~20 extra ships is enough to absorb that first volley that defenders get. Doesn't seem to matter whether that's at the scale of 2 vs 20 or 100 vs 120. It would be really nice to see a breakdown of how fights actually go down just on a ships lost per round of combat basis
It's pretty simple, actually. Ships are akin to hit points, and they're destroyed by taking turns. Defender "attacks" first, with a +1 bonus, destroying the number of ships equal to their weapon skill. Then attacker attacks. Then defender. Repeat until one side runs out of ships.

So if a defender has 14 attack skill (including defender bonus), you need 15 ships to take their star (and more if they have more ships than you can kill in one round).


Seems to me to be a good idea to have at least 1 industry in every star that isn't horrible and worthless. That way attackers will always be losing a significant number of ships if they sneak past your barricade, verses you losing a pitiful amount.
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Re: Neptune's Pride

Post  Flying Dice on Fri Apr 27, 2012 11:30 pm

Kaijyuu wrote:
tagg wrote:It seems to me that having ~20 extra ships is enough to absorb that first volley that defenders get. Doesn't seem to matter whether that's at the scale of 2 vs 20 or 100 vs 120. It would be really nice to see a breakdown of how fights actually go down just on a ships lost per round of combat basis
It's pretty simple, actually. Ships are akin to hit points, and they're destroyed by taking turns. Defender "attacks" first, with a +1 bonus, destroying the number of ships equal to their weapon skill. Then attacker attacks. Then defender. Repeat until one side runs out of ships.

So if a defender has 14 attack skill (including defender bonus), you need 15 ships to take their star (and more if they have more ships than you can kill in one round).


Seems to me to be a good idea to have at least 1 industry in every star that isn't horrible and worthless. That way attackers will always be losing a significant number of ships if they sneak past your barricade, verses you losing a pitiful amount.

It isn't just "Weapons tech = number of ships lost", though. Fleet size also affects it. But yes, spreading industry everywhere is good.
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Re: Neptune's Pride

Post  Kaijyuu on Sat Apr 28, 2012 1:13 am

Flying Dice wrote:It isn't just "Weapons tech = number of ships lost", though. Fleet size also affects it.
Only in terms of how many combat rounds there are.

http://np.ironhelmet.com/tutorial

Scroll down to "combat."
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Re: Neptune's Pride

Post  Flying Dice on Sat Apr 28, 2012 2:45 am

Um. Well. Hey look, a distraction!
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Re: Neptune's Pride

Post  tagg on Sat Apr 28, 2012 9:48 am

Game: http://np.ironhelmet.com/detail?game=35877603
password: puffins
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Re: Neptune's Pride

Post  Kaijyuu on Sat Apr 28, 2012 9:58 pm

Peeps give up on the other one?

I'll sweep in for the win in a couple days if so Razz
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Re: Neptune's Pride

Post  Flying Dice on Sat Apr 28, 2012 10:34 pm

We tend to end them when it gets down to a massive slugfest between two people.
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Re: Neptune's Pride

Post  Necro910 on Sat Apr 28, 2012 10:42 pm

Flying Dice wrote:Um. Well. Hey look, a distraction!
http://www.youtube.com/watch?v=1WCQ7dVEpGY
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Re: Neptune's Pride

Post  scelly9 on Fri May 11, 2012 7:00 am

Oh, cool. I've played once, but I found the lack of people I knew disturbing. Perhaps I could get into your next game.
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Re: Neptune's Pride

Post  Kaijyuu on Fri May 11, 2012 7:03 am

We're at 3/6 people right now.

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Re: Neptune's Pride

Post  Johuotar on Fri May 11, 2012 12:06 pm

Just 2 more and we go!
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Re: Neptune's Pride

Post  tagg on Fri May 11, 2012 5:21 pm

Kaijyuu wrote:We're at 3/6 people right now.

Game: http://np.ironhelmet.com/detail?game=35877603
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Still need people?!
Edit: Still need one person! I'll force start the game ~one day from now.
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Re: Neptune's Pride

Post  Jervill on Sat May 12, 2012 3:13 am

I'm game for this, considering my current Neptune's Pride empire is collapsing from attack from three sides.
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Re: Neptune's Pride

Post  Kaijyuu on Sun May 13, 2012 3:22 pm

This map is amusing. Until someone researches range, there is literally 1 path between the top and bottom of the map. And I have it garrisoned.
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Re: Neptune's Pride

Post  Kaijyuu on Mon May 14, 2012 11:49 am

I'm not sure really fast speed research is a good idea, especially with new players and/or ones that can't check up on the game every few hours to react to ships zooming across the map.
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Re: Neptune's Pride

Post  tagg on Mon May 14, 2012 4:48 pm

Kaijyuu wrote:I'm not sure really fast speed research is a good idea, especially with new players and/or ones that can't check up on the game every few hours to react to ships zooming across the map.
Fair enough, seeing as the main appeal was that we didn't have to devote large amounts of time or worry about time zones. I'll keep it in mind when setting up the next game.
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Re: Neptune's Pride

Post  Kaijyuu on Tue May 15, 2012 4:28 am

Sorry Scelly9 for your imminent annihilation D:


Some pointers:
- If weapons are a really expensive research, research something else...
- Leave garrisons. Preferably big enough to not allow me to take your main star. Even 1 ship can do some hefty damage to attacking fleets, though.
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Re: Neptune's Pride

Post  scelly9 on Tue May 15, 2012 4:45 am

Let me just say that I am damn bad at this game.
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Re: Neptune's Pride

Post  Kaijyuu on Tue May 15, 2012 5:36 am

It's not entirely your fault. This game is completely stacked in my favor. The two players I directly border are new, and the remainder cannot reach me at all because there's literally 1 path from the bottom of the map to the top.


As soon as everyone researches range I'm screwed due to having 4 front lines and not enough ships to cover them all, but yeah.
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Re: Neptune's Pride

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