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I seem to recall that fighters and bombers were getting changed in the next update. More lethal.
The new invade system is offering quite different invade options but it requires more organization and more management. The system bombing associated to planes is powerful tactically but it's just an option not the only and best option.
For the space fights well they do damages but is it significant, I don't know. Myself I like use the CP 1 ship with 2 special module slots, it's the best CP/plane rate. Two of them brings 4 planes and use only 2 CP.
I'm still exploring, I feel it's interesting until enemy is using AA but for now I have no evidence that it brings anything more than diversity in a fleet. I also never tried the ultimate planes, for now I finished the game before.
For the turns argument it's arguable because it's not only a turn arguing it's a number of ships involved arguing. All in all with the classical invade mode if you do 2 invading in parallel and the systems really worth it, then you need invest at least two big fleet and protect them.
The bombing+invading can allow chain series of invading with multiple small invade fleet and let you concentrate on space battle fleet. The bombing building destruction is very damaging but also it can be used for a destructive purpose only, not for invading. Population bombing is a bit more coherent and there's ways to repopulate rather fast. Morover the time to invade 5 or 10 systems can be a lot faster.
In general I also prefer setup strategy using the classical invading, mainly because it requires less management, but the bombing with new invading is an interesting option. I bet in one game it will allow me hurry up to not lost a game.
Greetings
Desiderius
I took profit of this situation to make some experiment because I was totally lost on how enable the system bombing button.
The first point is the bombing button is activated by analyzing fleet independently. You need one fleet in the system with:
- At least one bomb module (perhaps the ship having it should have at least one plane).
- The planes has a classical invading power (not used for system bombing) and another invade power you can check with the tooltip only in blueprint view. This second invade power is computed for the fleet and must reach a number to enable the bombing button.
- This invade power isn't influenced by the classical invade power (bonus or current calssical power seems has no effect.
- The planes specialized in combat hasn't any of this invade power.
- Planes in a ship in the fleet are used to compute this invade power even if the ship has no bomb module (but the fleet where is the ship should have at least one bomb module, perhaps more).
- Troops has an invade power but this one isn't used to compute the fleet invade power to activate the bombing button.
- The invade power computed is purely the sum of those mentioned in the tooltips. I made various combination with planes specialized in invading or planes for combats and invading, with fighters or bombers, and it had no special effect only the sum in the fleet was important, for the case I tried at 2850 the bombing button wasn't activated and at 2900 it was activated.
- If that invade power in a system is spread on multiple fleet it's not working as well, it seems there's a bug about spiting fleet and when the bombing button is activated. But I won't detail the bug, if you stick on concentrating on a fleet it will work like that.
Well it's still very rough edges because you have to compute this sum yourself. And it's worse than that because you can check the numbers only though the blueprint and if it is replaced by a new version you can't even check it and need remind what planes you used.
Some example of this invade power for the first level planes :
- Fighter specialized in invade : 250
- Fighter for both combat and invade : 150
- Bomber specialized in invade : 400
- Bomber for both combat and invade : 200
- Any plane for combat only : 0
Not sure there's any link because I haven't multiply the test cases enough but for mention, the system was in enemy territory and had a classical defense of 6113, and I need the special invade power in one fleet of 2900.
The quick invading button is much more clear because it is based on any fleet and any ship in the system:
- You need at least one troop in the ships in the system to have it activated and one troop is enough.
- The chance to succeed is based on the sum of special invade power of all fleet and ship in the system, from troops and planes, so logically combat only planes seems has no effect.
- There's a brutal increase by steps, I haven't made many tests but it's still at 0 then 5% at a step, then quick rise to 50% and then 80% and 100%.
- As for system bombing it's the special invade power and just the number, tests are rough but seems work simply.
It's a bit difficult to build such quick invade by using only fighters for combat+invade and soldiers troops but those first level troops and that type of troop make no collateral damages neither for population nor for building. And just one troop is needed for a quick invade, you can bring a new ship with one troop for a next invade.
Seems clearly a potential OP path there with quick invade chained and not even with paying a population or building price. In fact that's was I was trying but get confused with the bombing mechanism. :-)
Planes and quick invade are OP! :-)
When I was doing precise tests with that system I quoted that to have the bombing button activated I was needing a plane invade attack of 2900 and it wasn't working with 2850. But at that time I had one resource giving 4% invade bonus and 96% of 3010 is 2889.6 that could explain the 2900 invade attack required for enabling bombing.
It's interesting because a monopoly of this resource would provide 40% invade attack bonus and probably would lower a lot the requirement for bombing.
I haven't made precise calculation for getting a quick invade of 100% but it's possible that this resource could help too in that area.
Ive had ships arrive a a system and start to seige troops where given a 5% chance of immediatly taking the system, but after a few turns of the seige, and a "Bombing" that number rose to 100%
There's a bug and the game let the quick invade button enabled but if you use it when you already did something in the system during the turn, the quick invade will do nothing, no invade report, never an invade even with 100% but you'll have lost all your troops. So when you arrive in an unoccupied system it's a perfect time to trigger a bombing if you aim a destructive approach.
It's also efficient to use smaller fleet from bombing only to prepare for another fleet making the invading.
Try the population bombing to keep building is more satisfying but certainly a lot slower once AI start build stuff increasing AA.
For the quick invade without any collateral damages, it's efficient but it requires a lot of organization and building big fleet. Moreover as the game has currently a bug by letting you select an older plane model but it's fake the interface is here but do nothing, once you have research better planes you don't have access anymore to such planes for invading without collateral damages. Anyway that approach is probably a sort of exploit not fully realized by dev/designers and I think it will be removed in a later patch.
All in all it's very destructive but perfect if you are in hurry. In my current game it will certainly avoid me a defeat. I had to crush first the opponents in space area but then it's very fast to knock down a whole big empire threatening a lightning fast economic victory. I wonder how the gameplay would be if AI was using bombing and quick invade.
Essentially, i created Dreadnought-class (4 cmd) ships w/ one battle oriented fighter squadron and one battle oriented bomber squadron each. Extra tonnage, repair module, and as much of the 3 defenses i could get for the rest of the points. No hero. No invasion modules. Zero weaponry. At the time i could only create fleets of up to 16 cmd points so my fleets had 4 dreadnoughts each, obviously. That's still alot of squadrons flying around tho. They actually turned into space dust everything of equal point size. Nothing got close to damaging my ships in that game (success may vary :b). A ran across a few big mixed fleets of bigger point size that actually retreated away from my carrier fleets that i thought would give my boys trouble. Losing weaponry and keeping your defenses high enough might give your squadrons free reign in battle to pick off enemy ships until the AI can figure out a strategy or catches up technologically. Playing like this as the Hissho.... O.O